Total War: WARHAMMER III

Total War: WARHAMMER III

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Lost Calm: Jurassic Normal (updated for patch 5.1)
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Tags: mod
File Size
Posted
Updated
1.225 GB
11 Nov, 2023 @ 9:47am
18 Jul @ 6:13am
28 Change Notes ( view )

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Lost Calm: Jurassic Normal (updated for patch 5.1)

Description
Updated for patch 5.1
Special thank you to Lingling for rebalancing the statlines. It was much needed. Expedition dinos should feel less OP now.
I also fixed the issue of Gekolo units tails standing straight up upon dying.
Tried, really did try, to start writing short unit descriptions but I just don't have the focus to write 40 + text blurbs. If anybody would like to tackle this please reach out.

Features
Adds new dinosaur units for Lizardmen, as well as a new campaign mechanic for acquiring them.

Nakai cannot use expeditions sadly due to him having no regions
Use this submod to let him recruit directly from his horde buildings:
/steamproxy.net/sharedfiles/filedetails/?id=3085589102

Compatibility
Compatible with Immortal Empires Expanded
Compatible with Lustria Rises
Compatible with Warband Upgrade Ultimate (dinos have a separate upgrade tab)
Compatible with Rhox's other caravan mods. (Marienburg, Torinubar (LCCP))
SFO submod by Gabesky
https://steamproxy.net/sharedfiles/filedetails/?id=3086916833&searchtext=

Tabletop Caps, by Capt. Freakout
https://steamproxy.net/sharedfiles/filedetails/?id=2812165190&searchtext=table+top+caps


Translations
中文翻译 -Chinese https://steamproxy.net/sharedfiles/filedetails/?id=3081886544

한국어번역 -Korean https://steamproxy.net/sharedfiles/filedetails/?id=3082060200

Premise
Guided by the sacred plaques, the Lizardmen have been drawn to several areas of unremarkable wilderness scattered across the southern hemisphere. Here they discovered paths to hidden landscapes, prehistoric nature reserves, each inhabited by primeval creatures. Many of these ancient animals were thought to have been extinct. Clearly the Old Ones had wished them to be preserved, and to be re-introduced to the world. But it will require a deft approach. For now, the other races remain oblivious, and must remain so, by any means necessary.

Gotta Catch 'Em All
There are a total of 37 units to collect.
29 units divided across the 7 sites
8 units available through dilemmas and narrative events

Safari Sites
A map is available in the expedition menu showing which sites contain which dinosaurs.
Players should note that Itza is not a destination.
The units displayed there are acquired through dilemmas which can occur at any of the sites.


Expeditions
These work like caravans, wherein you recruit an expedition chief, pick a destination, and face dilemmas and battles. Unlike caravans, expedition teams don’t move across the map and they are always hidden from enemy armies. They are imagined to be stationed at covert monitoring posts outside the sites, awaiting orders to cross the border. As such, they appear instantly at the target site and remain there, in hidden encampment stance, until their work is completed.

Expedition Goals
When mounting an expedition, the player will be asked to set a goal. An expedition’s goal will determine the rewards it gives. The 1st two options are available immediately. The 3rd and 4th require levelling up your expedition chiefs and investing points in their skilltree.
  • Field Research: Temporary faction-wide research bonus
  • Egg Collection: Many low tier dinos plus 1 or 2 mid tier dinos
  • Herd Extraction: A balanced mix of mid tier dinos
  • Live Capture: High tier dinos.

Specimens
Specimens refers to the resource gathered by expeditions. It determines the quantity of rewards received, giving a higher number of units or a higher research bonus. There are a few ways to gain more specimens.
  • committing more gold to funding expeditions
  • through dilemmas
  • by defeating trespassers
  • by levelling up expedition chiefs and buying skills

Trespassers
Frequently, warmbloods will stumble across the sites and the player will have to choose whether to ignore or attack them. Be aware that ignoring trespassers will result in your expeditions being ambushed by the indigenous natives of the sites. You may want to deliberately take this on however, as beating them in battle is the only way to unlock certain units.

Adversaries
Adversaries are notable trespassers who will repeatedly invade the sites and attack expeditions. Each adversary must be defeated on 3 occasions before they are vanquished permanently. There are 4 adversaries and 4 unique rewards locked behind vanquishing them in the form of powerful units.

The conditions for triggering their appearance are: (spoilers)
  • Event 1: Complete any kind of expedition to all 7 sites.
  • Event 2: Complete a herd extraction expedition to 4 different sites.
  • Event 3: Complete a live capture expedition to any 3 different sites.
  • Event 4: Win 3 of the ambush encounters that start occurring after the player has elected to ignore 3 groups of trespassers.

Ai factions
Ai lizardmen will recruit the units in this mod, gaining them at a similar rate to the player. This is regardless of whether the player is playing as lizardmen or not

Credits
Rhox: The campaign mechanics, with all the scripting and db work that involves
Calm: The dinosaurs, their models, textures, animations, stats, unit cards, plus the text for campaign events
Müsliriegel: UI work, giving the chaos dwarf convoy menus a lovely lizardman facelift
Lingling: for taking the time to rebalance the very OP statlines many of the dinos originally had
John Matrix and Fin: The gorgeous screenshots
Playtesters: Thank you to Dead Baron and Base Memes for facilitating playtesting. And thank you to JvJ, Obsidian, All Is Dust, toxIC, Ferrond, Ollie

Buy me a coffee
https://ko-fi.com/calmnormaltime

In Memory
Dedicated to my grandfather Dave, who used to watch animal and dinosaur documentaries with me
Popular Discussions View All (4)
131
1
2 Jul @ 12:47pm
Feedback and bugs
Calm&NormalTime
3
4 Jul @ 5:43pm
something i think about new balance
小叮当~
5
7 Dec, 2023 @ 5:38am
Information/Wiki?
Glarn Boudin
1,182 Comments
Calm&NormalTime  [author] 18 Jul @ 6:19am 
Ok that's been reverted back and it's working again as intended. Let me know if anything else seems like it may have gotten broken by the nerf. cheers
Calm&NormalTime  [author] 18 Jul @ 6:02am 
oh yeah that's been made useless. Working on a fix now
Calm&NormalTime  [author] 18 Jul @ 5:56am 
not sure. will test that now
zetsubou_gintama 18 Jul @ 5:48am 
I use an Itacaminus (that scatter shot ancient salamander) and it seem like their missile animation was changed from cone shot to something like a mortar that burst in mid air. Which make it didn't score any kills. It's just a bugs or a nerf?
Calm&NormalTime  [author] 18 Jul @ 2:15am 
@transform, hey request accepted

@baldman
That would be lot of work and I'm not motivated to take it all on right now
TTVBaldman2277 17 Jul @ 4:35pm 
Any thoughts of having a new legandary lord or just lord for the Gekolo?
Transform 17 Jul @ 2:40pm 
I sent you a friend request in an effort to contact you about writing the text blurbs. I have a fair bit of writing experience if you would like the help
shokk 13 Jul @ 9:46am 
its curious but seemingly works the Trespassers and Adversaries function in normal mod only without the submod. NP i wanna set the submod after i finished all legendaries - so all is good, no trouble :)
Calm&NormalTime  [author] 12 Jul @ 1:47pm 
I don't know for sure. I cant see that mod being the issue unleas it alters scripts. I'll ask Rhox if its possible
shokk 12 Jul @ 7:04am 
Trespassers and Adversaries dont trigger in my whole game with tehenhauin! so i will never get the legendary beasts like thunder lizard.

could it be due to the submod Double Unit Size-Lost Calm: Jurassic Normal-no cap?