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[MODDING SOLUTIONS] The lack of Greenskin tribes' threat in the grand campaign

nyraannyraan Junior MemberRegistered Users Posts: 164
edited December 2016 in General Discussion
greetings,
In my last 4 discontinued vanilla campaigns since wood elves' patch.. all of the greenskins tribes got there asses kicked.. which led to there extinction and to a dwarven dominance in the mountains. With the green threat out of the picture this removes a huge part in the lore where greenskins were always there to stomp everyone.

below are mods that in my opinion would help address this issue:

- AI Buildings and Recruitment
Greatly improves the quality of the green skins army if you get the chance to meet them. has the side effect of improving other armies specially dwarves. Make fights a lot more interesting

- Tier 4 Minor Settlements
together with the first mod green skins armies are menacing.. no longer archer spam. has the same side effect too.. which is a bonus.

- Diplomatic Options - No Confederations
helps slow the dwarf’s steamrolling .. also stopped the dwarfs from controlling every cave under the mountain.. at least its divided between multiple dwarfs faction which adds some kind of variety.
Hint: disable this mod whenever you want to confederate in the middle of the campaign.. and re-enable it again after you are done.

- A More Aggressive AI
In my current Angrund campaign the main greenskin faction is on steroids.. never have I found it conquering this lot from lesser orc/dwarfs factions in a somewhat short time. Hopefully by the time I arrive at Karak Eight Peaks I will encounter some heavy Greenskin resistance.

- Da Green Threat (better hordes including greenskins tribes)
I created this mod. Basically it allows normal green skins tribes to respawn like Beastmen and savage orcs. This should greatly help in delivering the feeling of the never ending greenskin threat. More details in the steam workshop link. Hope you guys like it :)

Comments

  • RikRiorikRikRiorik Registered Users Posts: 8,771
    edited December 2016
    Especially the no confederations works wonders. An added side effect is no unified Wood Elf steamrolling from early on and that you get to have a lot more factions alive much longer in the campaign. I am in a Skarsnik campaign right now and at turn 100 there was AT LEAST three times as many factions still about and kicking as there would usually be running vanilla.

    I ran with a loreful diplomacy mod as well but unsure if it actually works at the Very Hard setting as I read something that suggested it might not and I'm not sure I've seen anything to suggest that it does work.

    All in all seems a great suggestion of mods!
    Lord of the Undermountain and your friendly neighbourhood giant (Dwarf)
    Favourite campaigns: Clan Angrund, Followers of Nagash and the new Huntsmarshall’s Expedition
  • nyraannyraan Junior Member Registered Users Posts: 164
    edited December 2016
    just thought of sharing my current turn 40 very hard difficulty Clan Angrund campaign using the above mods + others that only change little things (auto resolve - ai public order - razing - infighting attrition etc)



    between the elves, skarnsik and the other orc army waiting at my capital .. and the almost greenskin dominance in the badlands.. Boy do I have a long journey to retak Karak Eight Peaks :D
  • Overlord87Overlord87 Registered Users Posts: 859
    edited December 2016
    I've found that the following mods make the GS/Dwarfs situation much more 50/50 that vanilla:

    - No Confederation bonus for the AI
    - AI Buildings and Recruitment
    - Better Autoresolve
    - More Hordes

    I'm also using Mogar's Militias which might or might not have an impact (probably does).

    I'll try your mod Da Green Threat on one of my next playthroughs.
  • nyraannyraan Junior Member Registered Users Posts: 164
    edited December 2016

    I've found that the following mods make the GS/Dwarfs situation much more 50/50 that vanilla:

    - No Confederation bonus for the AI
    - AI Buildings and Recruitment
    - Better Autoresolve
    - More Hordes

    I am also using the first 3 mentioned mod :) and I guess my mod Da Green Threat includes what More Hordes does + spawning the greenskins ofc



    I'll try your mod Da Green Threat on one of my next playthroughs.

    Hope you like it ^^

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