Total War: WARHAMMER II

Total War: WARHAMMER II

Orc Technology Integration for Greenskins
109 Comments
Holy Order of PIZZASALAD 28 Jan, 2022 @ 1:26pm 
does this mod make the orc AI stronger? thats what im trying to do
StrykerMagnus  [author] 20 Jan, 2022 @ 3:35pm 
I want to let everyone know I’m done modding for WHII. In the future, I may try modding when possible for WHIII. Anyone is welcome to take this mod and keep it going if you’d like to make it your own.
Fengxian0830 18 Jan, 2022 @ 2:53am 
Would love a SFO version of this
Creek Crawler 12 Aug, 2021 @ 9:38pm 
Ah another good tech for the orcs
Deviant 20 Jul, 2021 @ 5:15pm 
TY:steamhappy:
StrykerMagnus  [author] 20 Jul, 2021 @ 5:48am 
Hi Deviant, while those are good ideas, that's getting into more modding than I have time for right now. I'll keep that in mind for the future though.
Deviant 20 Jul, 2021 @ 3:43am 
Hi, can you mod balancing the mechanics of WAAAGH orcs on the global map?
I propose to remove the constant increase in the WAAAGH scale from +1 to -1 (well, or at least to +0)
In its current form, the mechanic of WAAAGH on the company map looks like OP ...
Similar mechanics for Skaven and Har Ganet force them to play aggressively for the sake of getting bonuses ... And for the greenskins at the moment you can play as a non-aggressive faction ...
StrykerMagnus  [author] 14 Jul, 2021 @ 12:23pm 
I have updated all my mods. If you run into an issue that is specific to my mod, please let me know.
StrykerMagnus  [author] 13 Jul, 2021 @ 10:38am 
Hi all, I plan on updating when the Hammers & Herdstones update hits tomorrow. Hopefully, barring any life responsibilities, all my mods will be updated on day 1.
StrykerMagnus  [author] 7 Dec, 2020 @ 1:08pm 
Hi @gongoozler, I'm not currently modding. Anyone who's interested is more than welcome to take any of my mods and post them as their own. Not that any permission was required (modders don't own the content of their mods), but there you have it.
gongoozler 5 Dec, 2020 @ 3:36pm 
Do you have interest to the rework of Drycha's technology?
StrykerMagnus  [author] 23 Jul, 2020 @ 12:48pm 
Updated for DA NUTZ ‘N’ BOLTZ Update.
StrykerMagnus  [author] 21 Jun, 2020 @ 3:24pm 
@2002 Miati, yeah, I've read a reports of some odd things after this beta patch. That's in part why I'm waiting to update and remove a couple things. So far, the only two things to remove I think are the Arrer 'Eads tech and a speed tech.
2002 Miati 21 Jun, 2020 @ 1:10pm 
Alright thanks. It must be a bug then because this is the only non-cosmetic mod I have on
StrykerMagnus  [author] 21 Jun, 2020 @ 10:33am 
@2002 Miati, I think that's something else going on. I don't think I touch the Goblin Great Shaman so it might be something else you have going on either with another mod or a bug from the beta patch. In my current game as Grom, the shaman still has the Arachnarok mount option.
2002 Miati 21 Jun, 2020 @ 6:52am 
Since the beta update I've noticed that goblin great shamans don't have an option to get an arachnarok mount anymore. Is this a conflict with your mod or a bug in the update itself?
StrykerMagnus  [author] 20 Jun, 2020 @ 5:09pm 
@romavictor, thanks for the heads up. I'm not entirely sure what you're referencing, so I'll have to look into it. From what I've tested and looked at so far, once I post the update, it should work fine... so maybe there isn't any issue with what was removed from the tables since most the techs I've added are just basic "custom" techs. Let me know if you find anything funky.
romavictor 20 Jun, 2020 @ 10:53am 
so you're aware, the beta patch removes all greenskin technologies from the tables. It may resotre new ones but haven't checked personally. any update will have to account for that.
The Nega Druid 20 Jun, 2020 @ 7:25am 
Really looking forward to the beta patch. Your mod has made the tech tree sooo much better. Combining it with the fixes when you tweak yours to match will be awesome!
StrykerMagnus  [author] 18 Jun, 2020 @ 5:37pm 
Just a heads up to everyone. Today, CA released some beta fixes in 1.9.2. My current thought is I'll wait to remove certain buffs in this mod once that patch goes live. For example, I gave Orcs +10 missile damage and ammunition in "Better Arrer 'Eads." The new beta patch does the same thing, so I should remove that once it goes live.
StrykerMagnus  [author] 11 Jun, 2020 @ 7:06pm 
@Aku, updated. They should have it show up now.
Aku 10 Jun, 2020 @ 11:32pm 
Sorry i mean Mixu's Tabletop Lords.

Because the savage warboss and the big shaman not have the greentide skill.
StrykerMagnus  [author] 10 Jun, 2020 @ 6:09pm 
Updated to be compatible with Expanded Rosters. Already compatible with Mixu's Legendary Lords 2.
StrykerMagnus  [author] 10 Jun, 2020 @ 6:02pm 
@Aku, sure. For the Mixu mod, which one are you referring to? The expanded roster mod uses the standard unit groups, so should already be compatible, I just need to add "Da Greentide" for those Orc Warbosses.
Aku 10 Jun, 2020 @ 1:34pm 
hello could you pleas, do a version for mixu mod and expanded roster ?
Jolc3r 2 Jun, 2020 @ 1:08am 
Pfft, balancing is for stunties.
StrykerMagnus  [author] 1 Jun, 2020 @ 8:07pm 
@Kimplin, Thanks, I’m glad you’re enjoying it!
Kimplin 1 Jun, 2020 @ 8:02pm 
Its a pretty good mod man ur doin fine work. Balanced as far as i concerned. That Orc Big Uns recruit time reduction and Greentide skill are my fav additions
StrykerMagnus  [author] 1 Jun, 2020 @ 3:43pm 
@🅿re malone 🍆💦😫 I toned it down from -10%, -10%, -15% to -5%, -10%, -10% for a total of -25%. The Goblins get -5% and -20% for a total of -25%. My thought was to give the Orcs the same upkeep reduction, but their full reduction comes later than the Goblin's reduction. The only reason I didn't make the one -10% for Orc infantry was because the Boar Boyz & Orc Boy Big 'Uns need extra help. Think it's still too much?

I have no problem removing it if it's too much, my thought process was that it would make sense to roughly match the Goblins in this case. It doesn't always make sense to give them the same buffs (that's boring), but in this situation it seemed roughly appropriate. Let me know!
im finna morb 1 Jun, 2020 @ 12:55pm 
@StrykerMagnus, just checking in again, but I realised the upkeep reduction for orc's haven't been tuned down yet. Sorry to bug you, but could you look into reducing the upkeep reduction? Maybe keep the 10% reduction to orcs, monsters and trolls near the end of the tech tree and remove the other two (-5% and -10% respectively)?

Other than that, great mod man thanks a ton.
StrykerMagnus  [author] 1 Jun, 2020 @ 9:07am 
@Jolc3r, in addition to that, there is a pretty big issue where units are not getting Weapon Strength buffs. So, if anyone is wondering why Orcs (who really get a lot of WS stuff) are still weaker, that’s why. CA is said to be working on it and will hopefully have a fix soon.

Also, my mods will be compatible with We’z Speshul.
Jolc3r 1 Jun, 2020 @ 8:18am 
There is We'z Speshul which adds several Lords and Skill tree changes, although I don't think the author has updated it yet. Something about incorporating the new waagh mechanics to custom factions.

While we're at it, don't know if CA will fix it, but atm campaign waagh armies controlled by the AI do not get battle waagh ability, even though there is a tooltip on the campaign waagh units that says they do. Would be nice if someone looked into it. CA can take quite a while to do these fixes.
StrykerMagnus  [author] 1 Jun, 2020 @ 5:41am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2115731420 As requested, the Goblintide for Skarsnik.
StrykerMagnus  [author] 1 Jun, 2020 @ 5:16am 
I'll move the Skarsnik Goblintide to a separate mod. The modular approach is probably better.
Seymour Gutz 1 Jun, 2020 @ 12:25am 
IMHO mods should be as compartmentalized as possible, so users can select the changes they want and leave the changes they don't. This approach also helps avoid total incompatibility with other mods due to some small portion of a package causing problems.
StrykerMagnus  [author] 31 May, 2020 @ 7:17pm 
Updated for Skarsnik. This is turning into a "Improved, Bigger, Better Greenskins Experience," but hey, if you have a good idea and it's within my limited ability to add, done.
StrykerMagnus  [author] 31 May, 2020 @ 7:04pm 
@Rudy Giuliani, sure. I don't see why he wouldn't have it. I can add it here. As an aside, I wonder if I should make a general "General Greenskins Improvement" mod that just takes community feedback and incorporates it... unless something like that already exists?
Ham on Wry 31 May, 2020 @ 3:45pm 
@StrykerMagnus
Thanks for the mod, am loving it so far.
This might be a bit outside the scope of what you were trying to do, but could you give Skarsnik the Goblintide skill? With you giving Greentide to all Orc lords, Skarsnik is now the only lord without a racial buff (either for Goblins or Orcs) and its a bit feelsbad.
StrykerMagnus  [author] 30 May, 2020 @ 3:34pm 
@ThatFeelBr0, I appreciate your compliment. This is the first mod I’ve posted, so I’m really trying hard to take feedback and keep making it better.
Gotta_Go_Fast 30 May, 2020 @ 3:00pm 
@StrykerMagnus Thank you very much for your wonderful work. :)
StrykerMagnus  [author] 30 May, 2020 @ 1:45pm 
@endurstonehelm, Hope you enjoy it!
endurstonehelm 30 May, 2020 @ 1:32pm 
Thanks for making the mod.
StrykerMagnus  [author] 30 May, 2020 @ 9:53am 
@ThatFeelBr0, already got you covered. I had added that to "Big 'Un Bullies" which is a pretty early tech. It was one of the first requests when making this mod - so it must be popular! I forgot to add it to the long list of additions in the description. I'll do that now.
Gotta_Go_Fast 30 May, 2020 @ 8:50am 
Is there a way to make one of the techs make recruting Big ‘Uns take only 1 turn?
StrykerMagnus  [author] 30 May, 2020 @ 7:37am 
@IronBread, I adjusted Da Greentide so it only requires one point and split the difference between level 1 and 2. Makes it more attainable and quicker to get better buffs while maintaining more balance.
TotalWarhead 30 May, 2020 @ 7:05am 
Not sure if intentional: Azhag only gets one level of Da Greentide, and he is a lord with dedicated nodes for Orc buffs (would make sense if he got both levels of Da Greentide).
LaoDao 30 May, 2020 @ 5:31am 
@onfire9123 well, with this mod, 1-turn recruitment makes them viable
Abra 30 May, 2020 @ 4:28am 
Can anyone vouch for the Big'Uns using this mod? Are they worth using at all? 2 Turn recruitment really turn me off from using them unless they're badass.
StrykerMagnus  [author] 28 May, 2020 @ 9:10pm 
@Lemonz, I'd be happy to do that. I'd like to get the author's permission to integrate their unit into this mod first. Once I get that, I'll go ahead and add it in. It'll be easy to do, just need to add the unit record here and there.
Lemonz 28 May, 2020 @ 8:51pm 
Would it be possible to make it compatible with Gorfang Rotgut from Mixu's Legendary Lords 2 as well?