Total War: WARHAMMER III

Total War: WARHAMMER III

Order of Solland
543 Comments
JPV02 Sep 18 @ 7:48pm 
my bad misunderstood. great mod either way man preciate your work
RedDragon0908  [author] Sep 17 @ 10:46pm 
I already told you the spawn is removed on purpose, nothing to do with conflicting mods?!?
JPV02 Sep 17 @ 1:12pm 
got it, me him and a third were going to do a "reclaim The Holy Land" run with the Outremmer mod and Vulkmar. think those are probably causing the problem?
RedDragon0908  [author] Sep 17 @ 12:46am 
As assumed, your buddy should check his lord pool.
Darak-kal will not spawn in the desert in MP campaign due to start positions of other lls.
RedDragon0908  [author] Sep 16 @ 10:52pm 
Hmm, vanilla Ostland should be a WH 2 faction so no.
Maybe I removed the second army in MP to avoid potential synch conflicts but have to check the scripts again to be sure.
JPV02 Sep 16 @ 10:06pm 
i have a buddy that when we play multiplayer for some reason his army in the desert doesnt spawn. i know he only has warhammer 1 and 3 could not having 2 be the issue?
墨倾无垠 Sep 4 @ 5:15am 
sry, I take quite a long time to find the problem. It is a bug with mod manager, not this mod.
RedDragon0908  [author] Sep 4 @ 3:38am 
@墨倾无垠 @Olafr_the_Viking

Took me a while to consider replying to your two comments...maybe Im wrong and CA added somethibg with the 6.2 patch back that day but there is no vanilla Solland faction.
Really don't know what you are speaking about.

For the rest I stated clearly that the units should stay exclusive and that every submodder should keep it that way.
RedDragon0908  [author] Sep 4 @ 3:28am 
Crash or not working?
墨倾无垠 Sep 4 @ 3:09am 
Please update
Olafr_the_Viking Aug 23 @ 3:01am 
"Order of Solland" is a very nice mod fleshing out Solland and adding a ton of exciting content for that faction, making it truly unique.Thanks for your efforts in making a superb mod!

Unfortunately, it lacks support for "Mortals, mercs and management", since this Solland faction is not the basic one, and it is not included in the patch, since the unique Solland farms does not produce food with that mod installed. I was hoping maybe anyone here knows about another patch, or how to make a workaroud, since I could not find any? I think the suggested option by 墨倾无垠 would also fix this, since then this mod would just alter the original Solland faction, so that other mods can access and change it as they would regular Solland, without needing a patch? Anyway, thanks for a phenomenal mod!
墨倾无垠 Aug 13 @ 6:35pm 
Mate,maybe you can consider making this mod a Lord Plus Class Pack, adding a Legendary Lord to Solland, and then adding the camp function to the new universal lord, new buildings that can be added to the camp, and then allowing other empire factions to play these classes. It is such a pity that players who play Empire cannot play these handsome Teutonic knights. just a suggestion, if you don’t like it, please don‘t mind.
Tag_Ur_It--> Aug 13 @ 5:16am 
Will do, it probably is that since I have the unique tanks mod and they are considered ROR
RedDragon0908  [author] Aug 12 @ 9:14pm 
Are you using any other mods that might alter the imperial culture?
Please try to use the mod with minimal mods activated to validate the issue.
Tag_Ur_It--> Aug 12 @ 11:47am 
Also the ROR aren't showing up after researching them. Do i need to research all of them? Instead what I see are the ROR of the unique tank mod
Tag_Ur_It--> Aug 11 @ 6:17pm 
You were 100% right, for some reason in building browser it doesn't show up but during my current campaign if I hover over the capitol I can see it. I started a fresh one and did not have this problem.
Tag_Ur_It--> Aug 11 @ 12:34pm 
I'll check again once I get home.
RedDragon0908  [author] Aug 11 @ 10:05am 
Just checked it, the unit appear in the building info (with card icon) for t5 main buildings.
Tag_Ur_It--> Aug 11 @ 9:59am 
I checked and it doesn't appear, atleast not in the building browser. I don't have a tier 5 building yet but I'll check. Also none of the technologies or redline upgrades mention then so I thought they were cut content.
RedDragon0908  [author] Aug 10 @ 10:00pm 
Thecunit should appear at the main building level 4 or 5.
Tag_Ur_It--> Aug 10 @ 3:54pm 
How do you revruit the Zitadellenwachter? I looked the building chains and I don't see them anywhere
RedDragon0908  [author] Jul 28 @ 5:54am 
Thank you, I created a discussion for submods and translations. Please feel free to repost your link there.
SFH Jul 28 @ 5:06am 
RedDragon0908  [author] May 9 @ 9:31pm 
Not my intention.
1millionbeers May 9 @ 2:19pm 
is there any way to make the order units recruit-able throughout the whole empire?
Warkye(Nippon)(นิป) May 9 @ 7:29am 
I did it. Love your mod.
Warkye(Nippon)(นิป) May 8 @ 5:46am 
Or just don't replace at all.I will spawn them pass console command.
Warkye(Nippon)(นิป) May 8 @ 5:43am 
So,replace another faction is possible?
RedDragon0908  [author] May 7 @ 11:11pm 
Good luck with that.
Behaviour is bound to the culuters so if you want a horde faction you have to overwrite a faction from a horde culture/ subculture OR ask Robi to create an entirely new one.
Warkye(Nippon)(นิป) May 7 @ 11:01pm 
I mean replace another not Ostland or made to "horde" faction.
RedDragon0908  [author] May 7 @ 10:27pm 
IEE doesn't need a submod as its already supported.
Warkye(Nippon)(นิป) May 7 @ 9:10pm 
I like to make a submod for IEE but I need a guild, please.
☢GASSMAN☢ May 6 @ 5:00pm 
BASED :Morale:
RedDragon0908  [author] Apr 20 @ 4:45am 
As long as it doesn't crash on startup it's safe to use.
Inerael Apr 20 @ 2:31am 
As we are in april now, i'm wondering is the mod safe now pls ? I hesitate to play skaven or holy order of light for my next game x)
RedDragon0908  [author] Mar 27 @ 1:31am 
Due to CA's latest patch there seems to be an issue with files written in caps.
This can vary from mod crashes to single models/textures not loading...
Since I have a handful of mods, I can't go through them and check/ fix this.
So I ask you for patience, CA is aware of the problem and is working on a hotfix.
RedDragon0908  [author] Mar 25 @ 9:59pm 
Not into audio modding, MK not allowed because of IP
Skeletor Mar 25 @ 2:46pm 
Are the character voice lines different from Empire ones? Please, tell me you've used the Holy Roman Empire lines from MTW2
RedDragon0908  [author] Mar 22 @ 2:42am 
In the past they were used to enable champion recruitment.
Don't deleted them as I might come up with new plans but right now all mod focus is on other projects
Ronin75 Mar 21 @ 1:21pm 
The Tier III Crusader barracks in the encampments do not give any troops or other bonuses. What are they good for?
Your Mother Mar 21 @ 12:06pm 
This is a great mod. The gods would smile on you if you made it fully compatible with The Old World.
Ronin75 Mar 21 @ 12:04pm 
Thanks! Fix works as well on my save game,
RedDragon0908  [author] Mar 21 @ 8:49am 
It seems that I was able to fix the issue. Don't know if it will work with ongoing campaigns.
RedDragon0908  [author] Mar 21 @ 8:08am 
I'll try to look at it today
Ronin75 Mar 21 @ 8:00am 
@Red did you have the chance to look at the trebuchet mode for fire rounds, that was missing in campaign?
RedDragon0908  [author] Mar 20 @ 11:08pm 
Well you might want to open a discussion or use an existing next time...

I'll not go into detail or write about everything but:
Solland overwrites vanilla Ostland so no additional faction is needed. All things regarding faction mechanics would require a custom new faction making the unlocker a hard requirement (not intended).

About unit selection, there were a few ideas implementing early hand gunners and cannons but no access to the imperial roster. The Order hates most of the empire because of not helping when Solland was raided by the orcs.
Roque the Rogue Mar 20 @ 5:26pm 
That said, that sounds like a lot of work and hard testing, therefore I recognize your efforts in making this mod as it is, this is merely my criticism and ideas, if you ever wished to revisit the mod, or remake it, I really like what you have made here, please pardon my intrusive textwall
Roque the Rogue Mar 20 @ 5:24pm 
The Order of Solland would have worked much better as a Horde with its own unique building chains, with the ability to set up Camps like ogres, renamed to Order Chapter Forts, which could increase unit caps, reduce upkeep among other things, instead of holding lands in the Empire, that way you could have preserved Ostland, could have still allowed the Order to hold lands though, but it wouldn't necessarily be their strongest, but could allow them to levy imperial state resources, or return lands to rightful elector counts

The Faction could also benefit from its own "pirate cove, or Gardens of Morr", rebranded to Order Chapterhouse, Order Temple, to help factions further with garrisons bolstened by Order Brothers while benefiting the Order of Solland with increased recruitment caps, unit caps and income, Order Generals could benefit from a system similar to Vows, since they are knights, a Khorne-like mechanic like the one in Knights of the Flame that each victory empowers them more.
Roque the Rogue Mar 20 @ 5:24pm 
This is a well made mod, a lot of passion went towards its creation I can feel it, I love the theme of the faction and the units, even unit cards didnt bother me, if this is your best this is awesome enough
playing around a few hours with the Order of Solland I have a few problems with it

Even twisting my disbelief I feel you have been very unfair with them by locking off the Imperial Roster, Grandmaster Gerath holding imperial lands would make him an Elector Count, however he is clearly focused on his order brother roster, but cannons, mortars, some handgunners levies wouldn't hurt, relying solely on mangonels, when your neighbors have so much better equipment was an odd experience for me, I know I can build outposts but even so, you could have adapted much more and it would have bent and made sense easily.

it would have paired with mods like Guns of the Empire, there are a lot of units with german names in there.
RedDragon0908  [author] Mar 18 @ 11:37pm 
Don't know.