Total War: WARHAMMER III

Total War: WARHAMMER III

We'z Speshul - Core
322 Comments
Telperion 26 Oct @ 9:11am 
Thank you for your hard work. This mod is a legend for greenskin enjoyers.
Lost2Insanity  [author] 25 Oct @ 3:42am 
@Telperion
In essence I agree with you, I think that I have done Wurrzag a disservice and am looking to change this in future.

@CheesyRamen
Wurrzag already gets extra buffs for all the Savage Boyz but I'm sure there is something we can do for him.
Telperion 24 Oct @ 11:15pm 
I was also thinking if you can also allow customization or limit unit recruitment on some faction e.g. forest goblin lords can only be hired by Tinnit or you can only hire them in forest settlements. Or something similar to that WH2 mod, "We'z ALL Speshul In Our Own Way". Having so much unit available for recruitment at turn 1 kinda triggers decision paralysis.
Also when AI orc factions have a mixture of these units, it kinda breaks the immersion though I don't know how Waaghs work lore-wise. If you can also consider this, that would be appreciated.
Telperion 24 Oct @ 8:59pm 
Hi man, I posed this message also in the Blue Vipers mod. In response to making it mandatory to get the core mod, can we have a customization where savage orc buildings can only be built by non-savage orc factions in specific regions? Being able to build savage orc buildings can break the immersion a bit and also invade upon the uniqueness of the truly savage orc factions (like Blue Vipers and Wurrzag). Hope you consider this in spite of everything. Thanks!
CheesyRamen 23 Oct @ 8:10am 
Maybe something for Wurrzag akin to Grimgor's Ardboyz where there's a malus for some or all non-savage units?
Lost2Insanity  [author] 23 Oct @ 6:29am 
Already have one in Da Howlerz currently but who knows, maybe.
I'm not working on any new factions at this moment in time.
gahnfaust142 23 Oct @ 2:41am 
@Lost2Insanity do you have any plans on making a greenskin Horde faction? I think a savage orc Horde would fit quite well
Lost2Insanity  [author] 22 Oct @ 6:37pm 
Greenskins don't follow the normal rules of the game when it comes to Anti-Large units and I'm not sure i'm comfortable with changing that at the moment, I may put the Shields in but without changing the Dual Weapon variant I see no reason for their spear variant to exist.
CheesyRamen 22 Oct @ 4:36pm 
Have you considered orc big 'uns variants like with shields or anti-infantry instead of just anti-large?
Lost2Insanity  [author] 20 Oct @ 5:49am 
Campaign agent actions are a bane, I would like it greatly if they ceased to exist.
Kim bosong 20 Oct @ 4:27am 
I think blue viper needs 'block army' hero.
Lost2Insanity  [author] 18 Oct @ 7:00am 
https://steamproxy.com/sharedfiles/filedetails/?id=3589169564
[Submod] for We'z Speshul X Expanded Roster is available.
bambimanuel 17 Oct @ 10:52am 
weel done! thank you
Kim bosong 15 Oct @ 12:06pm 
yes it's fixed.
Kim bosong 15 Oct @ 10:09am 
is outpost of blue viper fixed?
Lost2Insanity  [author] 25 Sep @ 2:22am 
I don't think the hotfix disrupted anything but it will get one soon as I'm done what I was doing with it.
ewobmrk 24 Sep @ 4:10pm 
does this need update after hotfix
Lost2Insanity  [author] 21 Sep @ 5:16am 
@XHAlpha
Hmm, I'll look into it.
Might be able to fix.

@kinciko
Only the All-In-One mod currently has that I think though it may work for this or could be modified by yourself to do so.
XHAlpha 20 Sep @ 10:12pm 
Found a compatibility issue Go Squig or go Home mod, the new squig buildings don't allow for the recruitment of Squig Gobbas to be recruited
crocodominator 11 Sep @ 11:37am 
Gotcha, well however you end up going about it I'll be very excited. I'm about 35 orcs deep into my first tabletop army, and I can't wait to use these guys in total war too
also, while it's less intentional than I presumed, the current building format works out great!
kinciko 11 Sep @ 9:55am 
Is there any double unit size mods for this all in one?
Lost2Insanity  [author] 11 Sep @ 2:04am 
The Majority of the building set up is no longer my doing, CA changed everything themselves in the Gorbad DLC Update. the Orc Big Boss being where they are is simply just me emulating what CA does by splitting melee heroes up.

As for the Big 'Uns with shield stats, I don't currently know what path I'd take on that one.
crocodominator 10 Sep @ 11:14pm 
Feel obliged to double post because I meandered. I understand and agree with your choice on arrer big'uns, and I think haarboth's boyz are an awesome addition. Love their look, wish it was a faction color scheme lol. If you added shield big'uns do you think they'd maintain any of their anti-large role? like BvL of 4? Just below chaos dwarf fireglaives. thanks again.
crocodominator 10 Sep @ 6:58pm 
I thought with how you've set up the buildings and heroes, stopping the infantry building at tier 2 and investing that income into orc cav chain and artillery chain is how you intended "normal orc" settlement investment->army structure to function.
I felt that was implied because the orc big bosses all share cap and the "normal orc" big boss cap comes from upgrading the artillery building.
So for me, I like Gorbad, his rule was he could have every unit upgrade to big'uns, so I avoid black orcs! I just don't want to use runty boyz for arrers or shields either lol. I want my big'uns!. fast armies that depend on mass missiles and crushing charges for ap is peak orcs to me.
a perfect force for raiding and sieging as they rove about. that's my 2 cents thanks for reading.
Lost2Insanity  [author] 10 Sep @ 6:24am 
I just forgot them.
I've not had a chance to properly go through all the new skills yet.
The extra units do not really have a place unless I change how all of the variants weapons are balanced. As an example, CA decided Big'uns are the Anti-Large boyz, if I make a Dual Wield Boyz and they stick to that formula then the spears are pointless, if I make them different then the vanilla consistency within the roster is lost.

I tried to work around this by making a Boyz RoR that is dual wield to fill the visual niche because they can be whatever they like. This is also why my Savage Orcs do not have shields, CA decided they are more aggressive infantry and depend on their ward save instead to reduce damage.

At best I could see a opening for Big 'Uns (Shields) but the jump from Boyz to Blorcs is like not a lot of turns, with this option your basic Boyz would be obsolete even sooner.
crocodominator 8 Sep @ 2:48pm 
>Very happy with the changes to projectiles on spider riders, I assume arachnaroks are in the works.
>Have you decided how to handle these new skills for heroes? I saw that bonus vs. infantry +splash on black orc big boss and thought "orc big boss on chariot would make this very funny"
>I agree with the removal of Borgut, and it helps clarify the intent of the mod to "fill the 8th edition book" so in that interest, what are your opinions on adding orc boyz dual weapons or big'uns sword/shields,archers,or shield/spears? it's always been a let down to me we only have 2 big'un units in the game for "good orc army that isn't a black orc army" but the identity of the unit seems to be really restricted in the opinion of CA
Orcs/Big'uns Variants are all that's left out now
Lost2Insanity  [author] 8 Sep @ 12:03pm 
If anyone has any suggestions for what other parts of the Core pack they would like to see as optional so that they can be moved to their own pack, do let me know and I'll see what I can manage.

I have a number of things I'm working through but my ears are open. With the All-in-One now available as an alternative I aim to make this as modular as I can.
Lost2Insanity  [author] 7 Sep @ 3:08am 
I have made and will be making more of my own tweaks to certain aspects so that is unlikely. The greenskins are very much not lacking for buffs nowadays after patches and dlcs, if anything I'd say they have too many now.
Priss 7 Sep @ 1:21am 
Is there any chance for Green Iz Best to be integrated?
Lost2Insanity  [author] 6 Sep @ 5:36am 
@Korbx
Gorbad integration is a work in progress so thanks for letting me know this stuff.
Korbx 6 Sep @ 5:32am 
Really fantastic mod, can't play the greenskin factions without this!
Unfortunately, some of the units added don't seems to interact appropriately with Gorbad:
- Gorbad's skill "Shootaz to da Back!" in the yellow line doesn't work for the Night Goblin Squig Gobba. It does work for every other ranged unit, including the Arachnarok Spider Flinger, so I think it should also work for the Squig Gobba.
- Gorbad's tactic "Stick 'em like pigs!" does work for the Night Goblins (Spears) unit, but it doesn't work for the Fanatic variant.
Thanks for your job, I hope it doesn't bother you too much to fix this little things
Ondrik 29 Aug @ 12:38am 
You are free to add all resources from my mod in you pack to make it easy.
Lost2Insanity  [author] 28 Aug @ 6:31am 
I will eventually, I have added your sub-mod to the list.
Ondrik 28 Aug @ 12:20am 
Ok. I have finished and published the submod. You can check it here. https://steamproxy.com/sharedfiles/filedetails/?id=3557370643 I suggest increasing a number of savage orc shamans(hero) to three. Two unique models you have already created. The third one I can create. Also, I have added shields to spearmens.
Lost2Insanity  [author] 27 Aug @ 2:41am 
The Savage Orc Great Shaman models in the mod files are from the one that I made prior to the official one existing I just didn't delete them. There are also a few units that still need extra variants which they will get at some point.
Ondrik 27 Aug @ 1:44am 
Hello. Nice work! I decided to start a campaign for the savage orcs and used your mode as a base. Then, I decided to create a submod to add more model variants. I have a question about savage shamans. There are three heroes and three generals. The generals are present in the base game files, but you decided to change their models. You have only added one hero shaman entity in the base. So why do you change the base game models for savage_orc_great_shaman? The native is good enough. Could you also add two more hero shaman entities to the base? I will create models for them.
Priss 26 Aug @ 12:34am 
Thanks for the update.
Lost2Insanity  [author] 25 Aug @ 6:18pm 
New All-In-One pack released over here; https://steamproxy.com/sharedfiles/filedetails/?id=2964597765 if you don't want to pick and choose bits.
Lost2Insanity  [author] 25 Aug @ 6:17pm 
@crocodominator
I'll have a rummage.

@RedMagueule
Thanks it was fun to make, may see a separated release in future.

@El Cubo
Hmmm, I'll have another looksie.
crocodominator 25 Aug @ 3:53pm 
I can imagine you're planning on undergoing another pass at things considering the skill tree update, just wondered if while you're at it you might make the projectiles from spider riding units match forest goblin archers since they all cause poison? looks off when using forest goblin stacks, plus the green shots are cool.
I support the savage orcs combined with forest goblins, those cultures seem motif adjacent. Goblins/Night Goblins Orcs/Black Orcs Forest Goblins/Savage Orcs for buildings seems fair.
RedMagueule 22 Aug @ 1:23pm 
The cave troll mount looks insane ! nice job
El Cubo 19 Aug @ 4:55am 
Thanks for the quick fixes!

The black orc big boss on chariot is still broken on Lead da Charge! though. I think it would make sense if the regular orc big boss could be used there as well since the tactic doesn't really have anything black orc related going on with it.
Lost2Insanity  [author] 18 Aug @ 6:40am 
I have considered that one too, the problem when it comes to buildings is I'm not just doing this for one faction there are thirty-two Greenskin factions each with multiple settlements all with startpos pre-built buildings.
Adding new ones is easy but turning anything off can break things all over the map that then needs to be fixed via a script which in turn runs into conflicts with any other mod doing anything in those areas.

I understand why CA chose to represent them how they do though as Greenskins are rarely mono-subculture in the lore, it's almost always a mixture.

I'll keep exploring options though, I'll also fix those two plans today.
El Cubo 18 Aug @ 4:14am 
Yeah, those are very fair points that I can't argue against. It's a design choice with merits and flaws either way.

One last idea that I want to throw out on this subject is that settlements could also be implemented like CA did for daemons (at least Khorne) who dedicate them to either mortals or daemons and this dictates what recruitment buildings can be built in a settlement.

There could also be a single recruitment building for all the subcultures, but recruitment of these subcultures' units would be unlocked depending on which subcultures have settlements in the province.

---

On the subject of plans, I also noticed that when orc big bosses are given chariots, they are no longer fulfill requirements for plans like Regimental or Lead da Charge! that require characters.
Lost2Insanity  [author] 18 Aug @ 3:24am 
One would have to ask how meaningful was the Special Savage Orc resource anyway, I've never built it because by the time you get to one you have Black Orcs. The exception being Wurrzag who has it always available anyway.

As an old design choice it's also in conflict with the fact we now have access to a Savage Orc Great Shaman at all times but no Savage Orcs to put with it.

The original plan was to split all of the subcultures up and have them only available by default to their specific tribes with every other subculture having special resource locations but it is very invasive to mod in and causes a bunch of conflicts.

I'll check Gorbad's plans, effects are a pain in the butt to replace on stuff like that unless I can replace the whole thing.
El Cubo 18 Aug @ 12:40am 
Not sure if I like savage orcs and forest goblins in the same building because the savage orc resource is now meaningless. One way to make forest goblins feel speshul would be to tie them to the timber resource building and make it available from tier one in some form. But perhaps timber is too scarce a resource for that.

I also suggest that recruitment of forest goblins (spears) be moved to tier one building to be in line with other spear units.

Another thing: I think that Gorbad's plan, Shot in da Dark, should be modified to require night goblin great shaman or night goblin shaman. Now it requires just the hero shaman which doesn't make sense in an army led by a great shaman.
Lost2Insanity  [author] 17 Aug @ 8:00am 
I have tried to address the long standing complaint about the Goblin buildings being separated with this update, this new approach should feel better.
Lost2Insanity  [author] 17 Aug @ 6:05am 
Yes, the Orc Shaman does not have it either.
Priss 17 Aug @ 5:56am 
The savage orc shaman is missing an entire skill tree of melee stats. Is it intentional?
Priss 15 Aug @ 3:07am 
I'm not sure, they look vanilla. Not anything like in your picture gallery. The shielded ones are retextured though.