Total War: WARHAMMER II

Total War: WARHAMMER II

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Ori's Respawn for Greenskins (S&F)
   
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Tags: mod, Campaign
File Size
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157.631 KB
2 Sep, 2021 @ 11:25pm
3 Sep, 2021 @ 10:58am
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Ori's Respawn for Greenskins (S&F)

Description
TL;DR - This Mod adds spawn events for certain Greenskin factions, which will reemerge after being dead for a while, as do Beastmen and Savage Orcs in vanilla. The mod is focused on the human realms of the Old World (north of the Badlands), and works only in the Mortal Empires campaign.


Overview
The purpose of this mod is to create a more immersive and lore-friendly campaign for the Empire and Bretonnia, by adding respawn events to certain Greenskin factions. In vanilla, the Greenskin threat is very limited: it's composed mainly of weak minor factions (Skullsmasherz, Leaf-Cutterz and Skarsnik) - which get wiped out by the Ordertide early on. However, in my opinion, Greenskins should feel like a constant and ever present threat in the Old World. That's what I attempted to address with this mod, by making the following changes:

1. Respawn Events - After being dead for 20~30 turns, certain factions will reemerge and declare war on the owner of the region in which they appear. These factions are detailed bellow.

2. Respawns Grow In Strength - Spawned armies will be quite strong from the start, as they include one 20 stack with high tier units that should make their presents felt. In addition, as the campaign goes on the spawns will grow in strength: From turn 40 they will spawn with two armies instead of one, and from turn 80 - three armies. Prepare for a scrap!

3. Flavored Greenskin Armies - I divided the reemerging Greenskins into three distinct groups, which are Orcs, Night Goblins and Forest Goblins. Each group spawns with it's own unique and lore-friendly units, in different regions of the map, and has limited access to units outside it's themed roster. Further details bellow.

4. Regions to respawn - This is the main factor that limits the mod to Bretonnia or Empire campaigns. In order to create a feeling of constant pressure from Greenskin incursions, all the Greenskin factions will spawn in the human regions of the Old World; mainly in the southern tip of the Empire, the Drakwald Forest, the Grey and Black Mountains, Estalia and parts of Bretonnia. In other words they are supposed to be Greenskin incursions into human kingdoms, as opposed to an all-around Greenskin respawn mod for the whole of Mortal Empires.


Additional Details
Here are some details about the factions that respawn:

1. Orc Factions - Include Skullsmasherz, Broken Nose, Broken Axe (Grom), Bloody Handz (Wurrzag) and Bonerattlerz (Azhag). Spawn in Bretonnia, the Grey and Black Mountains, Estalia and the southern tip of the Empire (between Fort Soll and Black Fire Pass). Roster is composed of Orcs, monstrous units and very basic Goblin units, with no access to advanced Goblins such as Night Goblins, Spider Riders, Squigs and Arachnaroks.

2. Night Goblin Factions - Include Crooked Moon (Skarsnik), Crooked Moon Mutinous Gits, and Red Eye. Spawn in Mountainous regions - Grey and Black Mountains, Massif Orcal, and the North World Edge Mountains. Roster is composed of most Goblin units and monstrous units, without Orc and some Forest Goblin units (mainly Spider Riders).

3. Forest Goblin Factions - Include Leaf-Cutterz, Black Venom and Creeping Death. Spawn in forested regions - the Drakwald Forest (Misty Hills), Middenland, the Wasteland, Nordland, Talabecland, Bretonnia, Black Mountains, Laurelorn Forest and the Forest of Gloom. Roster composed of Goblin units, with limited Night Goblin units and no Orcs.


Disclaimers and Future Plans
As previously mentioned, the mod was made with a Empire/Bretonnia campaign in mind. It will of course work with any other faction, but will mainly effect the Ordertide, since the spawns occur almost exclusively in the human realms of the Old World.

In the future there is a small chance that I will expand the spawns to include the Badlands, and (a very small chance) - that I will make a Vampire respawn version of this. For any modders out there - keep in mind that these changes are very simple to implement. You just need to edit region, unit or faction keys, but the template made here stays the same regardless. Feel free to make any changes you want.


Bugs and Compatibility
This mod is in Beta - play tested, but still not tried in a full campaign. I am not aware of any bugs so let me know in the comments if you find any. It should also be highly compatible, using only new scripts that are compatible even with edits to the horde reemergence script of CA.


Enjoy!


Check out my other mods:
Ori's Bretonnia Vow Rework
Ori's Army Buffs for Agents: Bretonnia
Ori's Army Buffs for Agents: Empire
Ori's Respawn for Horde Armies
Ori's 50% Experience Gain
Ori's Frozen Climate for Norsca and Kislev
Ori's Overpowered Raids for Beastmen and Savage Orcs
Ori's Super Agents: Buffed Campaign Actions

32 Comments
Jon 25 Jun @ 12:20pm 
SFO compatible?
General Brooks 15 Jun @ 1:05pm 
Any chance you'll port this to warhammer 3?
exile 17 Aug, 2022 @ 5:30am 
i love this mod, thx:steamthumbsup:
Hartmann 29 Mar, 2022 @ 11:21am 
Ok it works, Skarsnik spawned 3 turns later in the eastern mountains.
Hartmann 29 Mar, 2022 @ 3:59am 
Activated this mod during an empire campaign after 90 turns, when every greenskin factions bar one were already dead. I'm now at turn 136 and I haven't seen a single army spawn. I don't think it's working properly.
Misty 23 Jan, 2022 @ 12:10pm 
Nice work! I've been trying to figure out a way to get the Mung and Aghol to respawn in my Dark Elf games, since just because the Druchii have pacified the areas just north of their wall doesn't mean there aren't more Norsca just off the edge of the map who'll come back into the now-empty wastes. This is a very elegant solution!
Rayor 24 Dec, 2021 @ 5:46am 
thank
TheDevilNextDoor 23 Dec, 2021 @ 2:33pm 
would love something similar for vampires or undead in general would be pretty amazing
KsH 10 Dec, 2021 @ 5:41am 
Thanks @ori
ori  [author] 10 Dec, 2021 @ 12:42am 
Should be savegame compatible, unless there is some bug I'm unaware of... I successfully switched it on/off during play tests.