Play as the Crooked Moon Goblins!
http://steamcommunity.com/sharedfile.../?id=705666975
This mod now REQUIRES The King and the Warlord DLC.
This mod has NOT been optimized to work with other mods yet. I'm starting that project tomorrow. Any and all feedback is welcome here or on Steam.
This is my first Total War mod, and my first mod in a really, really long time; my last mod was for Diablo 2. There are still numerous balance passes to be made, and I still have a ton of work to do on the Campaign side of things. However, the Custom Battles are working, and I figured I'd start getting some feedback on that.
While you can choose the Crooked Moon Goblins from the Campaign screen, I've only played a few turns in, so I can't say how stable it is beyond that. I have added quite a few units (below), as well as a new Poison type. These changes should only be for the Crooked Moon Goblins, and I have been careful to not modify any of the Greenskins units.
I've added new characters, both Lords and Heroes. The Big Boss and Warboss characters play the same and only have some minor stat differences for now. The same goes for the Shaman and Great Shaman. The variety is mostly for flavor, but I'm wanting to add a new skill path for each goblin type (common, forest, night) on the campaign side.
There are two new named Heroes: Gitilla da Hunter and Snagla Grobspit. Gitilla is mounted and has a mount upgrade which has a speed boost, and he uses a multi-shot bow with 360 shoot radius. Snagla uses the Forest Poison, can be on foot, on a Giant Spider, or on a Huge Spider.
I added a few other units as well:
* Black Goblins: Shock infantry made up of (what appears to be) Goblin Big Bosses (though stat wise is less that Black Orcs); unique (can only have 1)
* Fire Kobolds: Short-range fire-spitting (bow) Goblins.
* Forest Goblins: Sword and Shield Goblins, stat-wise should be close to Night Goblins, but they use Forest Spider Poison.
* Forest Goblin Archers: Sword and Bow Goblins, stat-wise should be close to Night Goblin Archers, but they use Forest Spider Poison.
* Hill Goblin Spearmen: Hill Goblins are bigger and meaner than their smaller Common cousins, Spear and Shield Goblins, with large (orc) shields.
* Hill Goblin Swords: Dual Sword (sword and staff animations) high damage infantry.
* Hill Goblin Warg Riders: Heavy shock cavalry, probably still need to be toned down a bit more.
* Snotlings: Unbreakable little guys.
* Spider Swarms: Swarm of spiders (scaled down, riderless). These may be moved into a bound item for a summon spell in the Campaign.
* Troglagobs: Sword and Shield unit with medium range, minor armor-piercing Javelins (same as Chaos Javelins). I would prefer these to be spear, shield and bow, but there are no animations to support it.
* Goblin Spearmen: Added anti-large damage to their spears (rest of their spear stats are unchanged).
* Spider Riders: Replaced Poison with Forest Spider Poison.
* Spider Rider Archers: Replaced Poison with Forest Spider Poison.
That should give you a pretty good overview of the units. Like I said, I still have a ton of work to do on the campaign side, but there is a loose road map on the Workshop page for those curious.
Like I said above, any and all feedback is welcome. Especially on the balancing side of things.