Total War: WARHAMMER III

Total War: WARHAMMER III

Greenskin Horde _Big 'Uns Warband (Updated for 6.3)
19 Comments
Oberst Schnitzel 29 Aug @ 6:55am 
it should be accessible now. i forgot to make it visible for everyone;
thanks for the advice! actually this was my plan: to look inside the modding community for help and guidance; right now i have a vague idea of what is easibly doable and what is not
RuDo  [author] 27 Aug @ 6:12pm 
For the Technical issue, maybe you can find the answer on the Da Modding Den Discord group. People there are usually happy to help, and their technical skills are better than mine.:steamthumbsup:
RuDo  [author] 27 Aug @ 6:08pm 
I can't access the WEB ... also I do have some constructive questions and suggestions. I just remembered a few key points I've been pondering. If the Greenskins lean too heavily towards the Horde faction, not only will any installed custom unit mods be unable to recruit unless they're compatible, as modders often tie units to vanilla buildings, but with recent AI updates, I'm increasingly skeptical that the AI ​​will even build Horde buildings and recruit units. Finally, remember that leaning too heavily towards the Horde faction will also affect the effectiveness of unique landmarks, so you need to consider these three points.
Oberst Schnitzel 27 Aug @ 10:33am 
hi there,

i agree that the modificatons i proposed are not for everybody. i tried (or am trying) to build an own mod adding the easier to implement ideas. its very simple, but it works very well together with your mod and forces you to permanently move your horde.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3557062394

i am an absolute noob in modding and can do only some very basic stuff and will try to improve it over time, but its now accessible if you are interested.
RuDo  [author] 25 Aug @ 11:45pm 
Yes, I like his opinion, but there are two main issues. In addition to the technical difficulties in implementation, the other issue is that if the modification is as he said, it will turn this mod into a major overhaul, which will reduce the compatibility of this mod. And I believe that there are also quite a few people who will not like this change.
RuDo  [author] 25 Aug @ 5:57am 
New update, price reduction for some buildings
Kamen Rider Nexus 22 Aug @ 3:25pm 
If you plan to take Oberst Schnitzel's suggestion at all...could you make it a submod, and not part of the main mod?
TANKMAN 31 Jul @ 7:56pm 
can you do custom lords as well like for mixu
Oberst Schnitzel 14 Jul @ 10:42am 
great work!

i really dislike to see greenskins building large empires. they should conquer, pillage and move on to the next area. your mod brings the game closer to this feeling. but they get too strong and still can build up empires. maybe you can use some of these ideas to increase the challenge a bit and get closer to lore:

- add some (strong) public order negatives to any occupied settlement and link growth and income to public order. get rid of any buildings increasing public order. this forces you to either keep a strong military presence or loose the settlement after a while

- give any income or growth building the effect of raiding your neighbors. greenskins don´t build or farm but raid wealth or food from the neighbors

- remove the ability to locally recruit (only allow recruitment from the horde or globally)

- recruitment from the horde costs reduces horde growth

- remove the ability to occupy settlements without looting (this is simply not loreful)
RuDo  [author] 8 Apr @ 7:06pm 
I've actually been thinking about this, too. All my mods give my Greenskin about six or seven different types of lords. It's not difficult to give them all Horde functionality, but I don't want to make a Sub mod to increase the number of subscribers' mods. I'll try to figure out how to make it work.
FATHER G00SE 6 Apr @ 1:23pm 
Is there a way to get this to work on the dark land orks mod lord?
6ta8doducdat2008 28 Mar @ 2:56am 
alr
RuDo  [author] 27 Mar @ 10:30pm 
Will be coming soon but not next
6ta8doducdat2008 27 Mar @ 7:02am 
can you make overpower horde for chaos dwarfs too?
SLK 27 Feb @ 6:10pm 
great mod now my greenskins campaign wont be boring anymore:steamhappy:
RuDo  [author] 26 Feb @ 12:54am 
Thank you for your feedback:servbothappy:—the questions have been updated. For the gold mine building, we intentionally avoided increasing its money-producing effect. During testing, a bug caused the Greenskin Goblin Faction AI to gather over 50 Horde armies near its capital without moving them. This happened because the AI prioritized creating troops to generate gold from Horde buildings.

I believe this fits the faction's lore, as Horde armies in story couldn’t produce gold on their own and relied on plundering due to insufficient income from occupied areas. This adds depth to the gameplay and encourages a more aggressive strategy.
[OcUK] Silent 25 Feb @ 2:02pm 
Spotted an error with the Savage Alter lev5. Summons are 1 use each, not 2 & 3. :)
[OcUK] Silent 25 Feb @ 12:14pm 
Currently testing out the mod. Great so far. I can see with all the additional upkeep changes that gold might be a slight issue. Since I see no large gold producing building (Like with Ogres etc). No sure if its possible to add?
RuDo  [author] 22 Feb @ 8:23am 
Please give us your feedback, especially on numerical balance. Let's push this module to a better level ! 😉