Total War: WARHAMMER III

Total War: WARHAMMER III

Orcs or Goblins II
106 Comments
Fizzle_Boom25  [author] 19 Oct @ 6:26pm 
I just tested it with Black Pit, and it crashes like you said when I hover over the notification. I guess I never hovered over the notification before.

I'm working on a big update for 7.0 and with the delay, I'll have time to learn how to make a script to automatically demolish them before turn 1
Fizzle_Boom25  [author] 18 Oct @ 9:00pm 
I’ll need to investigate.

The blank orc recruitment building is expected. Some goblin factions start with a orc barracks and I don’t know how to delete it. Gorbad is the one faction that can build anything, so I’m not sure why blank buildings would show up for him. Also weird that it crashes when you delete it, it was working when I tested several months ago. I haven’t tried it lately though.
Crimson ReapeR 18 Oct @ 7:25am 
or a compatibility issue with Legendary characters?
Crimson ReapeR 18 Oct @ 7:24am 
im having an issue, im playing as a non vanilla goblin faction but they spawn with an orc recruitment building that has no picture or description, if i delete it and hover over the demolition notification i crash, same thing happened when i played as gorbad and demolished a similar building, is this a compatibility issue with the we'z speshul mod?
Fizzle_Boom25  [author] 25 Sep @ 4:37pm 
I always play with end game crisis off, so I can only speculate.

The armies that are summoned when the crisis begins will probably still be a mix, but after that, they should only recruit what that faction normally has access to. So if you want only goblins, you can use the Force Diplomacy mod to make all of the orc factions confederated by the nearest goblin faction.
Dr. Dane 25 Sep @ 3:48pm 
How does this work with endgame? Can I make an endgame crisis that is purely the goblin factions or will it still be every orc/goblin faction that is part of the endgame?
eduacicab70 25 Sep @ 12:33pm 
it was a garrison overhaul
Fizzle_Boom25  [author] 25 Sep @ 10:08am 
The 7.0 update wasn't that far along, so those fixes are ready now.

Units should be fully compatible with Wez Speshul now and hobgoblins for garrisons are their own unit that will only be available to hobgoblin factions even if another mod changes military groups.

@eduaciab70 Out of curiosity, what mod was it that was conflicting?
eduacicab70 24 Sep @ 11:58pm 
it was a mad conflict, my bad.
Mushroomancer 24 Sep @ 4:20pm 
Can't wait for the next update <3 Wolves are one of my favorite animals, and with 7.0 bringing Norsca changes to Skin Wolves too, 7.0 should be a ton of fun between them and Da Howlerz
Fizzle_Boom25  [author] 24 Sep @ 10:58am 
I already started working on some major changes for 7.0, so the fix won’t be ready until then unfortunately.
Fizzle_Boom25  [author] 24 Sep @ 10:57am 
I can make a new unit just for garrisons that should fix it, but that has its own compatibility issues. Mods that change hobgoblins won’t have any effect on the garrison hobgoblins, but that seems like a smaller problem than double garrisons.
Fizzle_Boom25  [author] 24 Sep @ 10:53am 
That sounds like a mod conflict. Do you have any mods that might allow greenskins to recruit hobgoblins (other than the three hobgoblin factions in this mod)?

They should only show up if they are in that faction’s “military group”, which another mod might do to allow you to recruit them.
eduacicab70 24 Sep @ 9:23am 
ive had a problem with this mod. The garrisons are way too strong for this race, for some reason all settlements get hobgoblins wich makes all garrisons have 20 units almost from turn 1
Mushroomancer 21 Sep @ 12:37pm 
Thank you for all the hard work <3 Modders are the backbone of modern society
Fizzle_Boom25  [author] 20 Sep @ 7:40pm 
Thanks for the report, I see what's going now. Wez Speshul was updated and moved some units around, so now our mods are conflicting. I'll try to push an update sometime next week to fix it.
Mushroomancer 20 Sep @ 12:51pm 
I'm using the non-Old World, and I'm able to recruit Night Goblins from Gitilla's camp and from the normal buildings in settlements. I can recruit Fanatics from Gitilla's, but not from the barracks in settlements. It's very strange. Gitilla's Night Goblin building works like normal, letting me recruit all of them if I get it to the max tier, but the settlement buildings are broken.
Fizzle_Boom25  [author] 20 Sep @ 7:29am 
Thanks!

I'm not sure why there is a goblin bigboss at the orc building, but it would have to be added in the building_effects_junction table. Look up datasniping, its a new modding feature from patch 6.3 that lets you remove building effects.
wesker 20 Sep @ 4:12am 
this is great, but I cant figure out how to remove goblin bigboss from the orcs building in rpfm
Fizzle_Boom25  [author] 19 Sep @ 7:37pm 
That doesn't sound right. What can you recruit from the T3 barracks? Normally that's for night goblins, but I disabled night goblins for non-night goblin tribes.

Also which version of Da Howlaz are you using? There are two: one from Wez Speshul and one on The Old World map.
Mushroomancer 19 Sep @ 4:15pm 
Current issue I'm running into during a campaign as Da Howlerz: when I build a Tier 3 Goblin Barracks, I can't recruit any of the units from the previous Tier 1 or 2 buildings unless I build the tier 1 / 2 buildings in other settlements. Is this a feature or a bug?
Fizzle_Boom25  [author] 29 Aug @ 9:22am 
Good idea, I'll add it to the list. I have a few other mods I want to work on first, so I won't get to it for a while though. The whole Expanded Rosters series is something I need to take another look at for all of my subfaction mods.
Rheinländer 28 Aug @ 2:01pm 
First of all: Thanks for your mods - love the additonal immersion. Are there any plans of integrating Expanded Roster - Greenskins in the future? Especially the Goblin factions would profit.
Fizzle_Boom25  [author] 22 Jul @ 9:20am 
No problem and let me know if you have any questions.
I Have No Enemies Brother 21 Jul @ 11:24pm 
@Fizzle_Boom25

I appreciate the detailed and thoughtful breakdown. I will have to give both a go at the same time and see what occurs and perhaps do some tinkering with RPFM on my own. Including the other faction mods.

Thank you again my friend :D
Fizzle_Boom25  [author] 21 Jul @ 11:54am 
Thanks! I'm glad you enjoy!

I am not planning on doing an SFO patch, but it may be fine without one. Have you tried playing them together? I read thru the Greenskins changes and I didn't see any major issues. Some minor things that stood out: Skarsnik's K8P mechanic might not work as they intended (he might not be able to recruit some units he was supposed to unlock), garrisons only come from recruitment buildings (if they removed the old building, goblin sub-faction may still be able to build a garrison building), moving trolls to tier 2 (this one won't be a problem since everyone can recruit trolls, but other tier changes might be an issue), general balance (I don't know if my faction effects are under-powered, over-powered, or fine as-is).

In general, I don't think it would be a particularly large undertaking for someone familiar with SFO to make a submod for all of my mods. But I've never played it, so its hard to say what exactly needs to be changed.
I Have No Enemies Brother 21 Jul @ 11:18am 
@Fizzle_Boom25

Forgive me for my ignorance but what would have to be done to make this compatible for SFO? I am assuming a large undertaking. Is that something even possible or something you would consider after completing all of your future faction plans and bug clean-ups?

BTW great mod series. In its own right it is a great new way to play the game :)
Fizzle_Boom25  [author] 7 Jul @ 10:47pm 
Thank you, there are two bug with the heroes. My mod is getting overridden by TOW and IEE which lets them have a orc shaman when the shouldn't and I deleted the goblin barracks which means they can't get a goblin big boss. I'll fix those now.

The faction bonus is intentional. Forest goblins get their buffs from their buildings and wolf goblins get it from faction leader. I want wolf goblins to be the skirmish cavalry faction and forest goblins to be a more defensive faction.
GrumpyBadger 7 Jul @ 8:42pm 
Goblin Great Shaman factions giving bonuses only to wolfs and not spiders is a problem for the Goblin Great Shaman-led Forest Goblins. Maybe change those bonuses to "cavalry" so it applies to the spider boys too?
GrumpyBadger 7 Jul @ 7:21pm 
Hobgoblin faction has no access to any goblin big bosses or the normal goblin shaman. They only have night goblin shaman, orc shaman and troll lady.
Fizzle_Boom25  [author] 7 Jul @ 8:49am 
I see what happened. I either somehow forgot to add the text for the new effects or I deleted it by mistake at some point. Should be fixed now.
GrumpyBadger 7 Jul @ 4:41am 
I uploaded a pic to my Profile, should be at the top. Hope it helps.

I do have a bunch of mods, but I think I disabled all the greenskin related ones.
Fizzle_Boom25  [author] 6 Jul @ 8:31am 
I see what happened with the units. I just needed to add another ! to make sure my mod overwrites the faction in IEE. That part should work now.

I'm not sure what's going on with the jumbled text though. It looks fine on my end. Do you think you could send me a screenshot? I use a mix of new effects and existing ones for Goblin Shamans, so maybe another mod is overwriting the existing effects I used?
GrumpyBadger 6 Jul @ 7:29am 
In IEE, the Nag Rippers, who should be goblin shaman lead hobgoblin faction does have the Hobgoblin recruit building, but has no units available from it.

Also, mouse-overing the faction icon for any of the goblin shaman led tribe in the top right doesn't display properly, the words are jumbled.
Fizzle_Boom25  [author] 17 Jun @ 11:09am 
Updated hobgoblin tribes. Tusked Sunz are now a hobgoblin sub-faction that were renamed to Yellow Wolf Clan. Hobgoblins use chaos dwarfs military group and the hobgoblin building now, so they should automatically be compatible with any unit mods. I didn't need to do anything else to add the new bolt thrower for example.

I still need to learn scripting, so I can change the faction leaders.
Fizzle_Boom25  [author] 6 Jun @ 1:55pm 
Oh yeah, Orcs can also recruit wolf riders from the T1 building, but not T2 or T3
Easy AI 6 Jun @ 8:41am 
Gotcha. It was just goblins and squigs off of the major settlement building and then wolf riders of both kinds off of the wolf den.
Fizzle_Boom25  [author] 6 Jun @ 7:21am 
If it’s just them, then it’s intentional. And if he starts with a goblin barracks, it also intentional that he can use it, but he can’t build any more.
Fizzle_Boom25  [author] 6 Jun @ 7:09am 
Can you recruit all goblins or just the basic swordsmen?
Easy AI 6 Jun @ 6:49am 
Nice work but as azhag I can recruit normal goblins.
GerarD MensoiF 3 Jun @ 2:24pm 
Awesome mod! Thanks
Fizzle_Boom25  [author] 8 May @ 8:14am 
Sweet, it seems like it will work then. I'll clean it up and officially release it for 6.2.
Sad Frog 8 May @ 7:41am 
in my campaign yes. as myself or AI but maybe look at others
Fizzle_Boom25  [author] 8 May @ 7:14am 
Oh great! I want to make slave versions of the other units, so that will take a little longer to fill out.

How about chaos dwarfs? Can they still build the hobgoblin barracks?
Sad Frog 8 May @ 12:00am 
oh no you misunderstood the building is there and i can recruit but all others are empty. all works fine sorry for my wording
Fizzle_Boom25  [author] 7 May @ 3:43pm 
That's weird that you can't recruit any hobgoblin units, it seems to be working for the AI. I just updated the beta, try it when you get a chance.

They still have the orc lord and hero setup, so missing the goblin big boss is expected. I need to learn scripting to change the starting army, so that will stay the same for a while.
Sad Frog 7 May @ 2:07pm 
so i loaded a campaign and i can build most buildings but without units. heroes are there tho except goblin big boss. I can see shaman, troll hag and big boss black orc. the hobgoblin building is there. starting armys are vanilla ones :)
Fizzle_Boom25  [author] 7 May @ 7:55am 
No problem, take your time. Oh and I forgot to mention, deactivate this mod when you’re testing it. The hobgoblin version includes everything from this mod already.
Sad Frog 7 May @ 7:17am 
i will try look asap. im currently occupied family stuff x.x
Fizzle_Boom25  [author] 7 May @ 7:03am 
Thanks! And yes, but Tusked Suns is on all maps, so there’s at least one now. I just need to see if one faction works and they will all be the same.