Total War: WARHAMMER III

Total War: WARHAMMER III

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Da Green Tide - Da Boyz iz 'Ere
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overhaul
Tags: mod
File Size
Posted
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343.452 KB
Sep 3, 2024 @ 11:15pm
Apr 18 @ 8:26am
8 Change Notes ( view )

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Da Green Tide - Da Boyz iz 'Ere

In 1 collection by RagnaroK
RagnaroKs Collective Mod Compendium
57 items
Description
Greetings fellow mod enjoyers!

I grant to thee - A Waaagh overhaul mod for your collection.

Ingame screenshots shows some examples of the new varied Waaagh armies.

I made this mod with a thematic approach in mind, reading how Waaaghs was something to fear, as they lay waste to any region or settlement they came near.

This mod is included in my Waaagh compilation mod - Da Green Tide - Time for a Propa WAAAGH
If you are subscribed to the compilation, you no longer need to subscribe to this individual mod.

What The Mod Does
  • Enables the possibility of getting a Waaagh comprised of any units from the Greenskin roster.

  • No more 90% Goblin/Orc Boyz spam.

  • Units are based on region layout, meaning rivers gives a chance of getting river trolls, mountains may give a wyvern, stone troll, rock idol or something else, forests gives Goblin spider riders, vast plains chariot/wagon units and so on.

  • Boosted chances of Greenskin LL's to get faction thematic units, like Skarsnik has a higher chance of getting Night Goblins, Wurzag of getting Savage Orcs, Grimgor Black Orcs, Grom chariot/wagon units, Azhag Wyverns and so on.

Considerations
  • This applies to AI as well.

  • Waaaghs become a proper threat to deal with or a treat to play when choosing Greenskins.

  • The Waaagh mechanic is built around chance, so I lowered chance to a minimum for powerful units like monsters and kept lower tier units with a slightly higher chance. Faction thematic units are boosted to max. This is done to keep some sort of balance.

  • I am considering going through the massive list to boost the chance of certain units in certain regions, like higher chance of Savage Orc regiments in the Badlands etc.

Main & Submods

Collection of Mods I Created
Thank you for spending some of your time, considering using some of my mods.
36 Comments
LimeUser Feb 27 @ 3:41am 
Just wanted to chime in after playing some more greenskins campaigns, Grom has far too high chance for pump wagons.
They're a good unit but they need scrap upgrades to be useful at low ranks.
Giving him a higher chance for regular goblins or trolls but lowering the pump wagon rate would be far more fun, unless they already have high rates.
RagnaroK  [author] Jan 27 @ 1:51am 
Idols are set to the lowest chance, except for Wurzagh who has a high chance, so unless you play as him, you got lucky. :steamhappy:
RagnaroK  [author] Jan 27 @ 1:49am 
I tried multiple approaches with MCT options but nothing proved useful as to what I would need, so sadly no, not without a script I'll guess, but that is not something I have the skillset for.

You can lower the chances manually by using RPFM to open this .pack file and open 'db' -> 'transported_military_force_unit_pool_entries_tables' and set the values ranging from 0-6 at any value you prefer. 6 is the highest.

You can also completly delete the entry if you find a unit you don't like to be there at all, say black orcs, just as an example.

The factions getting certain units in question are marked by their name - Skarsnik, Grom, Grimgor etc.

Thats the best I can offer sadly. :spacemarineskull:
LimeUser Jan 26 @ 9:39am 
Would it be possible to add MCT support for manually setting unit chances?
Having high tier units in a waagh is good but it does break alot of the balance when you get a rogue idol on turn 10-20
Ignore that Grom gets a free summonable idol
RagnaroK  [author] Jan 7 @ 7:37am 
:steamthis:Update:steamthis:

:sealdeal: I had indeed forgot about Gorbad in my last update and only added all the new units. Gorbad is now added and his main boosts are orc boyz/archers, big 'uns and a max boost to cav boyz and cav big uns, as he is smart enough to use flankers etc. ;)
RagnaroK  [author] Dec 16, 2024 @ 10:20am 
Alright, now all the new Greenskin units are properly added for a chance to spawn in the waaagh armies. :attackfoe:
RagnaroK  [author] Sep 14, 2024 @ 9:34am 
That is absolutly one of the main ideas behind it, as vanilla game is to easy. My test runs has shown a really nice variety of outcomes from this. Hope you'll have fun with it. :lunar2019piginablanket:
ZeButcher888 Sep 14, 2024 @ 9:27am 
great stuff man! hopefully now the waagh would be a proper threat to deal with instead of just a nuisance
Economic Terrorist Sep 10, 2024 @ 9:47am 
FINALLY!
The Reaper Of Memes Sep 8, 2024 @ 10:56am 
Very nice that will certainly add to Grimgor campaigns!, good work!.