Total War: WARHAMMER III

Total War: WARHAMMER III

Dark Land Orcs
968 kommentarer
N30N For 2 timer siden 
Hi, will this faction be compatible with SFO?
Capibars For 7 timer siden 
N30N For 9 timer siden 
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 6. okt. kl. 9:57 
you need mixus unlocker
taklaci 6. okt. kl. 9:18 
i downloaded the mod but the faction wont show up why is that?
InfoManiac 5. okt. kl. 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 5. okt. kl. 1:16 
can you add them as a mod option?
Fröb  [ophavsmand] 4. okt. kl. 23:55 
@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 4. okt. kl. 23:49 
Why were the Dark Land Garrions Troops removed, the building chain seem a lot less worth now ?
Cheeseberg 3. okt. kl. 22:53 
Scrap Shootaz 100 armor 40 even 50 plus melee defense , 200 range on very hard settings, that is speechless stats fighting against
Cheeseberg 3. okt. kl. 22:49 
lmao Scrap Shootaz greatest EVP unit of all times, absurd AP explosion dmg. just remember to turn this great mod off when not playing orcs lol
InfoManiac 2. okt. kl. 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  [ophavsmand] 1. okt. kl. 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 1. okt. kl. 9:07 
i love your mod regardless. They can have weaker settlements for all i care. like advanced savage orc
BatBreath 30. sep. kl. 16:19 
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  [ophavsmand] 25. sep. kl. 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 25. sep. kl. 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  [ophavsmand] 21. sep. kl. 4:00 
@Seran561915: I never messed around with building slots, so you should ask ChopChop in that regard.
Seran561915 20. sep. kl. 18:34 
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  [ophavsmand] 18. sep. kl. 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 17. sep. kl. 23:54 
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 14. sep. kl. 1:07 
Ah, oh well.
Fröb  [ophavsmand] 13. sep. kl. 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 12. sep. kl. 23:26 
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. sep. kl. 17:10 
Many thanks!
Fröb  [ophavsmand] 9. sep. kl. 9:54 
@RuDo: Yes, feel free to use the agent subtype ID.
RuDo 9. sep. kl. 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  [ophavsmand] 6. sep. kl. 4:21 
Updated! - A very minor change.

Dark Land Orcs Faction
- adjusted the possible unit types in Waaagh armies
Fröb  [ophavsmand] 5. sep. kl. 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 5. sep. kl. 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 5. sep. kl. 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  [ophavsmand] 5. sep. kl. 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 5. sep. kl. 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  [ophavsmand] 5. sep. kl. 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  [ophavsmand] 5. sep. kl. 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 4. sep. kl. 14:19 
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.
Fröb  [ophavsmand] 4. sep. kl. 13:39 
@Svobius: I admit it was quite a hefty change to remove access to many of the vanilla units. But I felt like the Greenskin roster was already extremely bloated and with my additional units the custom faction felt even more chaotic. Could you be a bit more specific what you don't like/miss based on the latest changes?
Svobius 4. sep. kl. 13:30 
i don't like much that new update. especially the removed vanilla buildings and roster. Dark lands faction is now much less fun and is unplayable for me.
Fröb  [ophavsmand] 3. sep. kl. 9:48 
Updated! – Some medium changes this time to the Dark Land Orcs to make them feel more unique and authentic.

General
- made the Dark Land Orc recruitment building more similar to vanilla building (removed defensive supplies and garrison units)
- reworked building localization
- MIXER and Audio Mixer are now officially listed as requirements
Dark Land Orcs Faction
- added new minor and major settlement building chains
- removed access to some vanilla buildings to limit the available unit roster
- removed access to some vanilla characters
- slightly changed the starting army composition and removed the initial garrison building
- slightly reworked faction traits
- adjusted faction potential to match the major vanilla Greenskin factions
- slightly changed the effects of the custom character innate skills
Fröb  [ophavsmand] 27. aug. kl. 7:15 
@Dumbledood: Ah, that explains it. But coming back to your second question - no, the respective vanilla units will be disabled and there won't be a way to unlock them again. The Greenskin roster is a bloated mess and I will try to order it a bit for the custom faction which such restrictions.
Dumbledood 26. aug. kl. 14:48 
Okay, thanks, yeah the first part of the question was just whether it's possible to confederate other greenskin factions normally.

The second question was based off of reading the other comments. I saw that you were planning to disable some units to encourage using the ones from your mod with some overlap with vanilla ones. But I didn't realize that was still in the planning stages, so I see why that was a confusing question.
Fröb  [ophavsmand] 26. aug. kl. 6:37 
@Dumbledood: I do not understand your question. Confederation works like for any other Greenskin faction and currently there are no locked units. But I will soon update the mod and disable access to many vanilla units for the custom 'Dark Land Orcs' faction.
Dumbledood 26. aug. kl. 1:33 
I was wondering if its possible to confederate other orc factions or unlock their units?
Hawk 14. aug. kl. 22:32 
i love this mod!
Deathwatch 12. aug. kl. 13:32 
It seems to work fine from my brief (10-turn) playtest just now. :)
Fröb  [ophavsmand] 12. aug. kl. 11:29 
@Deathwatch: Oh, I never noticed myself that the original Tabletop Caps mod isn't being worked on anymore. But I think it should work fine with Tabletop Caps Reborn since it seems to be the sucsessor and therefore the scripts should be the same. Though, I did not test it ingame myself.
Deathwatch 12. aug. kl. 11:19 
Is this compatible with Tabletop Caps Reborn? The original Tabletop Caps isn't being worked on anymore so I wondered if you'd "moved over" yet, given it's still listed here under compatibility. Awesome idea for a mod though, going to give it a go now regardless!
DocHolliday 9. aug. kl. 18:16 
Thanks for the hard work, I have honestly never been all that interested in playing green skins until these dudes.
DocHolliday 9. aug. kl. 18:15 
Fair enough, also great! As long as I can combine this with orc tanks I'm happy lol.
Fröb  [ophavsmand] 9. aug. kl. 6:55 
@DocHolliday: I was rather talking about a ranged infantry unit wielding rifles. The artillery building line should still be available but things like common Orcs, cavalry units or chariots will be removed to make the roster feel more unique and giving more reason to use the Dark Land units.