全面战争:战锤3

全面战争:战锤3

Dark Land Orcs
982 条留言
Fröb  [作者] 17 小时以前 
Updated! - No actual changes, just updated some tables.
Fröb  [作者] 12 月 3 日 上午 9:46 
@My Name is Mud: Thank you! I am always happy to hear when people enjoy the mod, even though it will be soon 3 years old. And yes, the Dark Land Drake is definitely one of my best creations. :D

@Slavyk: Thank you for the translation - I embedded the link in the mod page.
My Name is Mud 12 月 2 日 上午 4:39 
As someone that rarely plays a faction twice because Immortal Empires Expanded exists,this is one of the few I'm loving for a second time. Just an awesome faction honestly. The Dark Land Drake model might be the coolest looking unit in the game, too.
Slavyk 11 月 29 日 上午 8:00 
Hello/Bonjour,
French version/Version française disponible ici :

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3614175416
Fröb  [作者] 11 月 11 日 上午 2:18 
@Drakio: Yes, Greenskins are a TW W1 race - you need to own the base game to have access to these old races. It's the same for races like the High Elves and TW W2. But you could wait for the Steam Winter Sale and hope for a big discount on TW W1.
Drakio 11 月 10 日 下午 3:16 
Does anyone know what DLC I need to play this faction? I'm new to the game and it does say I need Total War: Warhammer 1? If this is true then damn can't afford another $60 game :(
InfoManiac 11 月 8 日 下午 9:32 
wouldnt pay attention to that comment. definitely troll-y lol.
Fröb  [作者] 11 月 8 日 上午 2:21 
@Mississippi Beans: Honestly, I’m not sure if you’re trying to troll me with your comment because so far I only received feedback which stated that my Dark Land Orcs are too strong, especially the Scrap Shootaz. If the enemy attacks or not has nothing to do with my mod - that’s determined by the general AI behaviour and your difficulty settings.
Mississippi Beans 11 月 8 日 上午 12:33 
It's a shame that so much effort has been put into this, and they look and sound great, but ultimately the faction just introduces a handful of unbelievably expensive orcs that are worse than black orcs and some of them have guns that don't hit anything. These are really atrociously bad units, and their defensive bonuses don't account for much when the enemy doesn't attack, ever.
Fröb  [作者] 10 月 20 日 上午 12:17 
@Mandalorian Paladin: The custom faction should have the standard victory conditions.
Mandalorian Paladin 10 月 19 日 下午 11:41 
Is there a way to fix there being no victory conditions?
Fröb  [作者] 10 月 15 日 下午 2:23 
@XHAlpha: A pasture building? Which building exactly are you referring to?
XHAlpha 10 月 15 日 上午 11:03 
Still has the issue of getting Multiple Skull Mask items when confederating. Also, is there a reason this mod adds a Pasture building to the greenskins?
Fröb  [作者] 10 月 12 日 下午 7:38 
@N30N: Well, modding takes a lot of time and all that content is provided for free. At some point you have to move on - that being said, I am already working on another mod. Though, I will keep it in mind to potentially expand this mod here in the future. But I want to avoid that it feels unnecessarily bloated with content.
N30N 10 月 12 日 上午 8:55 
Thanks, for the response man. It's a shame you won't create any more, cause you really have a knack for this but still, you're the boss. Good work man.
Fröb  [作者] 10 月 11 日 下午 9:23 
@N30N: I am not creating submods myself anymore. You need to look by yourself for possible SFO submods. Also, I am currently not planning on new updates for this faction. Regarding your other comment: As an artillery unit you have the Scrap Shootaz. Aside from that I have no idea for a possible faction mechanic.

@Capibars: Maybe I will add compatibility for this mod in the future but currently I have no time to do so.
N30N 10 月 11 日 下午 2:57 
Hi, will this faction be compatible with SFO?
Capibars 10 月 11 日 上午 9:22 
N30N 10 月 11 日 上午 7:29 
Hi, will there be more updates for this mod. I really like it, but I feel it's unfinished. A faction mechanic and a new unit, artilery based would really improve it in my opinion.
InfoManiac 10 月 6 日 上午 9:57 
you need mixus unlocker
taklaci 10 月 6 日 上午 9:18 
i downloaded the mod but the faction wont show up why is that?
InfoManiac 10 月 5 日 上午 10:22 
building chain is for recruitment. Having the dark land orcs be a flavor garrison for this specific sub-faction is a good uniqueness to them. Play as The Dark Land Orcs to get them as garrison.
Virtuous 10 月 5 日 上午 1:16 
can you add them as a mod option?
Fröb  [作者] 10 月 4 日 下午 11:55 
@Virtuous: I removed those garrison troops from the recruitment building to make it more similar to vanilla buildings. Also, the custom faction got unique settlement buildings with bigger garrisons and I did not want too have too much overlap in that regard.

@Cheeseberg: Sometimes I really don't get what players have with the Scrap Shootaz - since release they were nerfed quite a bit. They have low ammunition, horrible accuracy and can wreck your own troops. Besides, they are very slow and all you have to do is to catch them in melee to render them basically useless.
Virtuous 10 月 4 日 下午 11:49 
Why were the Dark Land Garrions Troops removed, the building chain seem a lot less worth now ?
InfoManiac 10 月 2 日 上午 4:39 
yes your mod is very awesome! having more orc variety is really fun. The whole "dark armour" aesthetic is pleasing. In my playthrough my capital actually got one of those "chaos dwarf" undercity thingies which gave my orcs even more armour if recruited from there xD
Fröb  [作者] 10 月 1 日 上午 9:34 
@InfoManiac: I decided to give the Dark Land Orcs a rather defensive nature and therefore strong settlement garrisons.

@BatBreath: Make sure that all mods are up to date. Try un- and resubscribing to them to force a download of the latest version. Otherwise you can check your directory 'Steam\steamapps\common\Total War WARHAMMER III\data' if by accident some old .pack mod files are saved there. But it sounds like MIXER is not working for you as it should.
InfoManiac 10 月 1 日 上午 9:07 
i love your mod regardless. They can have weaker settlements for all i care. like advanced savage orc
BatBreath 9 月 30 日 下午 4:19 
I just loaded the game for the first time in 6 months and I cant get mods to load on lord selection. I redownloaded all mods and still no luck. Has anyone else had this issue or know what I may be doing wrong or need to do? Thanks in advance! :D
Fröb  [作者] 9 月 25 日 上午 4:26 
@InfoManiac: As stated in the comment below, you must reach out to the authors of these building slot mods. In the latest update I gave the faction custom settlement buildings which now most likely need to be included in those mods.
InfoManiac 9 月 25 日 上午 4:01 
something happened and now this faction is no longer giving me 6 building slots in minor settlements nor t5 minor settlements. Only faction to not work with mixu building slot mods.. was working before. tis a shame.
Fröb  [作者] 9 月 21 日 上午 4:00 
@Seran561915: I never messed around with building slots, so you should ask ChopChop in that regard.
Seran561915 9 月 20 日 下午 6:34 
Interestingly enough, there seems to be a mod conflict with ChopChop's Expanded Buildings Overhaul. The Dark Lands Orcs faction has the vanilla building slots instead of the expanded version of that mod? Any idea how to fix this?
Fröb  [作者] 9 月 18 日 上午 3:02 
@wesker: Thank you! Kitbashing is the most fun part of modding for me, so I tend to put a lot of effort into it. And who knows - maybe I am already working on something new? ;)
wesker 9 月 17 日 下午 11:54 
I hope you make some new monster giants for ogres, orcs or norsca in the style u do, your custom units are some of the highest quality I have seen on the workshop imo 10/10
Rustic Clover 9 月 14 日 上午 1:07 
Ah, oh well.
Fröb  [作者] 9 月 13 日 上午 4:50 
@Rustic Clover: To my knowledge, this is a game limitation and personally I do not know how it could be solved.
Rustic Clover 9 月 12 日 下午 11:26 
Any chance of making this compatible with OvN Lost World's settlement lore descriptions? Currently any location marked for Dark Land Orcs bulwarks overrides the lore info, like on Crookback Mountain or Zharr Naggrund.
RuDo 9 月 9 日 下午 5:10 
Many thanks!
Fröb  [作者] 9 月 9 日 上午 9:54 
@RuDo: Yes, feel free to use the agent subtype ID.
RuDo 9 月 9 日 上午 1:59 
Hello sir, I want to set the Greenskin Lords in this mod to access my Horde mod buildings. I will put their agent_subtype Key ID in my mod so that no one need an additional Submod. Are you okay with this, or do you have any reservations?:cuphead:
Fröb  [作者] 9 月 6 日 上午 4:21 
Updated! - A very minor change.

Dark Land Orcs Faction
- adjusted the possible unit types in Waaagh armies
Fröb  [作者] 9 月 5 日 上午 10:16 
@Svobius: I took these measurements because I really hate the unit bloat of the Greenskins. But I overdid it with the first change, I see that now. The common Orcs should not be needed for the custom Dark Land Orcs faction, because they have the Dark Land units - and I want the faction to focus on those. One variant of the Black Orcs can still be recruited via major settlement buildings.
Svobius 9 月 5 日 上午 10:01 
I could play without forrest goblins and I never recruit them much anyway but i can't play much without common orcs. That's why I never play Skarsnik. I know there is unique building at Grimgor starting province for recruiting black orcs. I did not test this to build that building with dark lands faction if it's even possible. It's your mod, so do whatever you want with it. I understand why you made the changes. I just wrote my thoughts.
Svobius 9 月 5 日 上午 10:01 
thank you for bringing back at least cavalry units. it made the faction partly playable for me again. But I still miss vanila building for melee units such us orc big 'uns and my favourite black orcs. Also I use another mods for units and i cannot recruit them because they are recruited from that building that is missing. You have done a hella job with that mod and i appriciate it. I love this mod playing as Grimgor or Gorbad, It's great to get access to dark lands units from that unique building chain but playing dark lands faction is still kinda limiting for me (after the update). Mainly because another mods.
Fröb  [作者] 9 月 5 日 上午 6:30 
@Bloodjunkie423: Usually, it would require more people to state the same issue before I act - but your argument that the unit roster of the Dark Land Orcs faction would be way inferior to any of the other Greenskin factions convinced me. ;)
Bloodjunkie423 9 月 5 日 上午 6:25 
raknik is kinda meh. I just want to say how appreciative I am not only of the time and effort you put into making a mod like this, but also in your willingness to hear feedback even if its from a simpleton like myself. Thank you again!!
Fröb  [作者] 9 月 5 日 上午 2:01 
Updated! – Some medium changes.

Dark Land Orcs Faction
- reverted some of the recent changes regarding the limited unit roster, i.e., the buildings for the recruitment of Squigs, Cavalry and Chariot units are now available again
- slightly reworked faction traits
- the Night Goblin Warboss is again accessible as a character for recruitment
- slightly reworked the effects of the Dark Land Orc recruitment building

@Bloodjunkie423: The Forest Goblins still did not make it back – they simply feel too much out of place for a faction that inhabits a basically burned and scarred region such as the Dark Lands. Besides, I never really enjoyed Raknik Spiderclaw…
Fröb  [作者] 9 月 5 日 上午 1:30 
@Bloodjunkie423: Those are some valid points - especially what you meant regarding 'simply taking a different Greenskin faction and getting access to the Dark Land units'. I will revert some of the recent changes. Regarding the garrison troops: the custom faction has now unique settlement buildings which by default feature slightly stronger garrisons. Also, the increase in local recruitment capacity is not part of the regular Orc infantry building either.
Bloodjunkie423 9 月 4 日 下午 2:19 
I get the reason behind the reduced recruit variety, but now I can just have to pick a different greenskin faction and once I take some territory in the dark lands I get access to all the dark ork units, which kind of makes the change superflous imo. I would like to see the colossal squig/armored one returned to the roster. also the loss of the garrison troops from building the dark orc buildings was tough because it helped a lot with defending.

when you removed the regular ork infantry tree, you also removed the increased recruit capacity along with it.... personally in my game before 6.3 broke it, I had different confederated greenskin ll with corresponding type units. what about the spider lord in the tech tree? his whole thing is spider riders and there ain't any now. hopefully you didnt just remove that too without replacing it?

I'm gonna stay subscribed because it is a very beautiful and well fleshed out mod, but I dont see myself playing the faction again as it is now.