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I know you've got other stuff you're prioritizing and that's awesome, I think I just enjoy trying to figure out how to make things slightly more interesting, but since I'm not the one doing the work, can't do anything but suggest stuff :)
The forest goblins already suffer from flanderization in the Spider department.
I could probably hide it but something was planned to go there eventually.
@Jonesa22
I have a plan for them elsewhere if Calm will still allow it.
Going by the tooltip, it doesn't do anything - it doesn't unlock anything, and it doesn't give any bonuses over the Tier 2 version. So why ever build it?
The feral units were just because we have the spiderlings and could be fun to just have all spiders, but it's nothing important.
Anyway, thanks so much for the mod, it's fantastic and hopefully CA did something like this someday!
Some of those things will be happening others like Feral creature units however I'm not so hot on really, they feel like lazy additions that will not really add much to the roster.
I think there's a couple of things that might make it even more awesome (in my opinion):
1. Forest Goblin infantry unit sizes being the same as normal goblins (currently they're a bit larger)
2. Adding a new Scrap upgrade unique to Tinitt and used by Forest Goblin units (& spiders) alone that could be a weaker version of Tinitt's Deadly Poison (my preference) or something like an annoyance of spiders that reduces enemy Melee Ability in an area around them.
3. Making the Goblin Bigboss or Warboss into a hybrid fighter (melee & ranged) or add a variant for it.
4. Adding the Giant Spider unit that Rakarth, Drycha or Ostankya get
5. Adding a unit of Gigantic Spiders (maybe like Troll unit size?)
Think if that all was in there, it'd be perfect!
PS: I love the Gitilla mod too, and think point 3 might be good for it too!
I used to have this and I could add it again even easier now actually as they've changed some stance stuff but it will make them quite strong, as the AI they will also attack you in that stance and probably cause havoc in the empire early game.
@Headthief
Can fix that, it probably got dropped from the faction permitted table during the patch.
but i cant recurit black orc agent
dont show in ui or t3 black orc building
No, I will change it when I have a unit card.
If you're asking can you apply mutations to other units by using the flesh lab mechanic with other factions then the answer is yes it is possible.
https://steamcommunity.com/sharedfiles/filedetails/?id=3278186959
That's in the description, yes.
to_pool general ws_tinitt_foureyes
Official will always be preferred over Modded.
That sounds mighty suspicious, if you're asking if I take commissions though the answer is no because that is against Total War Warhammers Eula. If you just want to pitch your ideas you can do that in my discord channel at the Modding Den linked above.
Are you open to making custom Heros and if so do you have a business email where we could speak further?
Can we Hope to see some Forest Goblin warboss ( Melee ) like in the RPG ? or some others insects to flesh them out
Amazing work as always
Working on it, got distracted by something else in the works.
@Shaademrys
I don't understand this, the Landmark doesn't give Arachnarok Eggs nor is it edited by me to do anything different. The only instance of Arachnarok Eggs in this mod is on Tinitt's Headdress and they are set to enable to character only.
@Parallax
They're Minors, I've decided not to change anything to do with their AI behaviour due to complaints they where too strong.