Total War: WARHAMMER

Total War: WARHAMMER

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Crooked Moon Faction Expanded
   
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Tags: mod, Campaign
File Size
Posted
Updated
17.030 MB
Jun 17, 2016 @ 5:23pm
Oct 16, 2017 @ 6:34pm
49 Change Notes ( view )
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Crooked Moon Faction Expanded

Description
This mod REQUIRES The King and the Warlord DLC

This mod REQUIRES Crynsos' Faction Unlocker Mod:
http://steamcommunity.com/sharedfiles/filedetails/?id=889766098

This mod REQUIRES at least one Faction Unlocker, I recommend the Vanilla Factions:
https://steamcommunity.com/sharedfiles/filedetails/?id=871014375

With the above installed, this mod is now compatible with Conquer Anywhere.

If you ONLY want the units: http://steamcommunity.com/sharedfiles/filedetails/?id=877186869

Any feedback on balancing is more than welcome!
Additional features and changes are ongoing.

General
* All Lords and Heroes have usable items in Custom Battles.
* Added new units, buildings, agents, generals, and technologies.
* Added a new Spider Poison that lowers enemy morale; applied to all Forest Goblin unit types.
* Can be played Co-op. (I have played ~50 turns in a co-op Campaign without any major issues.)

--------------------
UNITS
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Legendary Lord:
* Sour (Night Goblin Great Shaman)
* Snagla Grobspit (Forest Goblin Warboss) - Spider Poison attacks, Giant Spider and Huge Spider Mount upgrades
* Gitilla da Hunter (Goblin Warboss) - Multi-shot, always mounted, has Ulda the Great Wolf upgrade

Lords:
* Goblin, Forest Goblin, Night Goblin Warboss
* Goblin, Forest Goblin, Night Goblin Great Shaman

Heroes:
* Goblin, Forest Goblin, Night Goblin Big Boss
* Goblin, Forest Goblin, Night Goblin Shaman

Troops:
All Settlements:
* Goblin Spearmen: Added anti-large damage
* Goblin Swordsmen

Night Goblin Settlements:
* Night Goblin Spearmen (+Fanatics)
* Night Goblin Wolf Chariot
* Night Goblin Wolf Riders
* Night Goblin Wolf Rider Archers
* Snotlings: Swarm, Unbreakable (also in Volcanic and Badlands)
* Mangler Squigs (Req Tech)
* Colossal Squig (Req Tech)

Forest Goblin Settlements:
* Forest Goblin Archers
* Forest Goblin Spearmen
* Forest Goblin Swordsmen
* Forest Goblin Netters (Req Tech)
* Forest Goblin Spider Chariot
* Spider Swarms: Swarm, Unbreakable

Badlands Settlements:
* Hill Goblin Spearmen: Spear and shield goblins, with large (orc) shields
* Hill Goblin Swords: Dual swords
* Hill Goblin Warg Riders: Shock cavalry

Volcanic Settlements:
* Fire Kobolds: Short range, fire-spitting goblins

Coastal Settlements:
* Troglagobs: Sword and Shield unit with medium range, AP Javelins. (Would prefer these to be spear, shield and bow, but there are no animations to support it)

Special Settlements:
* Black Crag - Black Goblins: Shock infantry; unique (1 max)
* Karak A Karaz - Salvaged Dwarf Cannon (Has ability to shoot Fanatics, does not have default attack)
* Karaz Kadrik - Night Goblin Berserkers (Frenzy, Unbreakable)

-------------------------------------------
CAMPAIGN CHANGES
-------------------------------------------
General overview
* All of the above units have been added to the Campaign.

Regions and Settlements:
* Added multiple settlement themes for different regions: Forest, Night, Badlands, Volcanic.
* Compatible with Conquer Anywhere: Bretonnia, Empire, and Vampire regions are set up as Forest Goblin settlements. The majority of Dwarf/Greenskin and Chaos regions are set up as Night Goblin settlements. The desert badlands are set up as Badlands Settlements (Hill Goblins), and a few of the volcanic settlements in the far Southeast are set up as Volcanic Settlements. These affect what military buildings are available, as well as what kind of unit garissons are gained from defensive structures.

Buildings:
* Removed all Orc units from buildings, and removed all Orc-specific buildings.
* Removed Forest Beasts Building.
* Removed Black Orc Forge.
* New Garrisons for Towers and Walls based on the Settlement Type.
* Big Boss/Shaman buildings are based on the Settlement Type.
* Add 4th Tier to Territory Marker to further boost Growth and Replenishment, as well as boost Morale in that region.
* Add Forest Goblins building chain (Gathering, Camp, Gloomy Hollowz, Sacred Spider Groundz).
* Add Night Goblins building chain (Cave, Subterrane, Lair).
* Add special recruitment buildings for Hill Goblins, Fire Kobolds, Black Goblins.
* Add a new resource building for beer and wine: Mad Mushroom Caves (unlocks Fanatics in that region).
* Add a new resource building for dye: Better recruitment for Forest Goblins.
* Added special Defiled Throne Hall and Defiled Slayer Shrine to Karaz a Karak and Karak Kadrin (though they do not have any function as of yet).

Skill Trees
* Replaced Ard Boyz with 3 different skills (Forest Goblin Tribes, Common Goblin Tribes, Night Goblin Tribes) that grants bonuses to the appropriate units in the army.
* Removed Drippin' Tips.

Tech Tree
* Updated tech tree with some nodes shuffled around, and some new nodes added.
* There are a few technologies that are not yet implemented.

----------------------------------------------------
KNOWN ISSUES
----------------------------------------------------
* Agent/Lord Unit Cards on the Recruitment screens are incorrect (we welcome Karl Franz), but they are correct on the battlefield.
* Badlands Military Recruitment chain has a 3rd tier with no units. (This is a byproduct of shifing the common goblin infantry to the default Skarsnik military building)

---------------------------------------------
CAMPAIGN TO DO LIST
---------------------------------------------
General
* Add recruitment requirements for Gitilla, Snagla, and Sour.
* Add/Modify skills for Gitilla, Snagla, and Sour.

Other:
* Add in new Ancillaries.
* Finish up the Tech Tree effects.
* Add in new abilities for some units.

Special thanks for assistance (direct and indirect) to: Caligula the Mad, Cataph, Crynsos, Dresden, KindredBrujah, MadJonat, Radious.
Popular Discussions View All (3)
49
Nov 6, 2017 @ 4:02pm
Forest Goblins :)
Amon Briar
5
Oct 16, 2017 @ 10:12am
Mortal Empires
Cyclone Jack
5
May 19, 2017 @ 6:22am
Feedback and Discussion
Cyclone Jack
632 Comments
Creek Crawler Jan 30, 2022 @ 6:46am 
I am trying to find in the comment section on how to fix the unit card for gilta, sour, and snagla because I am seeing the goblin archer unit card over them and I want to fix the recruitment tab for the greenskin because I am seeing karl franz icon instead of orc and goblin unit card. Anyone can help me to fix this?
jnin99 Jan 2, 2020 @ 9:16am 
As someone who primarily plays TW2, I'm mildly sad that the whole thing isn't coming over, but I understand and wholeheartedly support your decision to wait until TW3, because honestly I would've done the same in your position

I am interested to see the Horde you're cooking up though, that sounds like a good deal of fun ^^
Moloch Aug 17, 2019 @ 8:32am 
i understand :) thanks dude i loved this mod for my goblin playtrue ;)
Cyclone Jack  [author] Aug 14, 2019 @ 6:56am 
I chose these since the units are already done, the Tech Tree is fairly straightforward, and I don't think the Horde mechanic will be overwhelming (unlike all of the stuff I want to do for the Forest Goblins or any of the other Tribes).

It's also allowing me to make some sweeping, long overdue formatting changes to make things easier on my end. While this has no real effect on the mod, it does require me making changes to every entry in every table. At the time of this, I'm about half way done with the basics of the units (excluding talent trees). Once I have something playable, I'll say something here.
Cyclone Jack  [author] Aug 14, 2019 @ 6:49am 
After much thought, and seeing what all I'd want to do to improve this mod, I have decided to wait until TW3. I know this probably isn't the answer that anyone wanted to see, but I honestly think that by the time I've got something playable, TW3 will be on the horizon. And by the time I have most of the mod done, TW3 will have been released.

However, there are still a number of things that I need to figure out, and I've already began working on something for TW2. I don't want to get anyone's hopes up, but I've began working on Gitilla's Drippin' Fangs faction. It will be a Horde and will utilize the Encampment mechanic rather than Settlements (at least initially), will focus on Cav, will have Hill Goblins, Fire Kobolds, Fire Archers, and some explosives.
Cyclone Jack  [author] Aug 14, 2019 @ 6:25am 
I began looking into what it would take to bring this mod over to TW2, and to do it right would take quite a bit of work. The biggest thing would be in separating settlements by Climate (Mountains = Night, Temperate = Forest, etc). Even though the game uses Climates, it only applies negative effects and has no bearing on the settlements themselves. This means breaking the settlements from one standard settlement superchain (used by all factions) into 13 settlement superchains, then overwriting each region's settlement chain with one of these new chains (for each faction).

Needless to say, this will take a lot of time to do, while making sure nothing else breaks (settlements are extremely picky). As such, the decision comes down to, Do I start this process now, knowing that we'll most likely see TW3 next year, or do I wait for TW3?
Cyclone Jack  [author] Aug 14, 2019 @ 6:21am 
I'm a little reluctant to start talking about modding again, but I know there are a lot of people who enjoyed my mod and wanted to see some more stuff, and see this ported over to TW2. There were a number of RL things that got in the way that I won't bother anyone with, so let's get to the good news / bad news stuff. :) I think we've figured out our multiplayer issues, and we've got some co-op games going without any issues. I've also gotten back into the game, which has piqued my interest in modding again.
Cyclone Jack  [author] Jan 7, 2019 @ 6:31am 
I would like to, and I've done a bit of work on it, but its been a while since I've really delved into the spreadsheets, and I need to be in the right mindset to start re-learning everything. It doesn't help that when I try and play a co-op game with some friends, it always desyncs on turn 1, or when it does work, we can't play manual battles. We've got a thread or two on the official forums, but no response from CA, and no real workaround. As such, I don't play the game as often as I would like, so getting motivation to jump back into this is low; but I also don't want to write it off, because I did enjoy creating the mod, and I would like to expand upon it some day.
Moloch Jan 5, 2019 @ 10:34am 
any chance u gonna port this over to tw2 one day??
Cyclone Jack  [author] Apr 9, 2018 @ 4:49pm 
Thanks, and me too. :) Also, thanks for enjoying the mod. :)