Total War: WARHAMMER III

Total War: WARHAMMER III

Dark Land Orcs
944 Comments
RuDo Sep 9 @ 5:10pm 
Many thanks!
Fröb  [author] Sep 9 @ 9:54am 
@RuDo: Yes, feel free to use the agent subtype ID.
RuDo Sep 9 @ 1:59am 
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  [author] Sep 6 @ 4:21am 
Updated! - A very minor change.

Dark Land Orcs Faction
- adjusted the possible unit types in Waaagh armies
Fröb  [author] Sep 5 @ 10:16am 
@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 Sep 5 @ 10:01am 
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 Sep 5 @ 10:01am 
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  [author] Sep 5 @ 6:30am 
@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 Sep 5 @ 6:25am 
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  [author] Sep 5 @ 2:01am 
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  [author] Sep 5 @ 1:30am 
@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 Sep 4 @ 2:19pm 
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  [author] Sep 4 @ 1:39pm 
@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 Sep 4 @ 1:30pm 
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  [author] Sep 3 @ 9:48am 
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  [author] Aug 27 @ 7:15am 
@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 Aug 26 @ 2:48pm 
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  [author] Aug 26 @ 6:37am 
@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 Aug 26 @ 1:33am 
I was wondering if its possible to confederate other orc factions or unlock their units?
Hawk Aug 14 @ 10:32pm 
i love this mod!
Deathwatch Aug 12 @ 1:32pm 
It seems to work fine from my brief (10-turn) playtest just now. :)
Fröb  [author] Aug 12 @ 11:29am 
@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 Aug 12 @ 11:19am 
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 Aug 9 @ 6:16pm 
Thanks for the hard work, I have honestly never been all that interested in playing green skins until these dudes.
DocHolliday Aug 9 @ 6:15pm 
Fair enough, also great! As long as I can combine this with orc tanks I'm happy lol.
Fröb  [author] Aug 9 @ 6:55am 
@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.
DocHolliday Aug 9 @ 6:07am 
A muzzle loaded rifle is the same tech as the cannons they're using theoretically, but it's your mod so I respect your decision either way! Also when you say vanilla buildings, that shouldn't affect any of the purple arty recruitment buildings right?
Fröb  [author] Aug 9 @ 5:36am 
@DocHolliday: Thank you! At some point I wanted to add a unit with some very basic rifles but this would need a lot of effort animation-wise. Besides, for many people it would probably break the immersion too much. Greenskins are not really known for their technology. In the upcoming update I will limit their roster by removing access to some of the vanilla lords and heroes as well as certain building chains.
DocHolliday Aug 9 @ 3:37am 
This is easily the best Orc faction mod I have seen, they look awesome! Would LOVE a couple more ranged units to put these guys on par with noobs orc gunpowder mod, units in that mod use chaos dwarf rifles and it made me think of this, Gormok does have his own Chaos Dwarven forges after capturing his starting province after all. Also, when you remove vanilla recruitment it would be great if you left the special recruitment tab alone so we can still recruit tanks and such from noobs orc gunpowder mod. They go well with this imo.
Fröb  [author] Aug 4 @ 7:01am 
@Parsalian: I will soon update the mod and disable access to many vanilla units for the custom 'Dark Land Orcs' faction, including the shielded Black Orcs.
Parsalian Aug 3 @ 9:05pm 
With Omens of Destruction, dark land biguns have a lot of overlap with black orc shields. Have you considered swapping them to a different unit type? Crossbows maybe?
Faith Jul 23 @ 6:40am 
Would love a radious submob - the only real adjustment would be to bring the unit health into line with Radious. The lords health pools are fine, melee stats seem fine also, just they really lack HP.
Fröb  [author] Jul 15 @ 12:58pm 
@Artørias Hailfang: This question was often asked and in theory it would be possible. But animation-wise there would be some issues and it is not what I have envisioned for Gormok - he will remain a foot character.
Artørias Jul 15 @ 2:36am 
Would it be possible to give the Dark Armorer himself like a Giant black Drake?
Panzer Jul 14 @ 12:36pm 
any chance some one could make a radious compad with this i think a long time ago there used to be but i cant find it anymore
Fröb  [author] Jul 13 @ 7:36am 
@Oom (Hot_Cold_ToastyTV): No, I don't have any plans for them. Why do you ask?
Oom (Hot_Cold_ToastyTV) Jul 12 @ 12:45pm 
Do you plan on updating the Bonepilla Champions soon too?
Fröb  [author] Jul 12 @ 9:49am 
Updated! (1/3) – The mod hasn’t been touched in a while, but I wanted to polish it bit as well as differentiate the Dark Land Orcs a bit more from common Greenskins! . If you should encounter issues with your ongoing campaigns, you can find the old version of the mod here [limewire.com]. You need to place the file in your ‘Steam\steamapps\common\Total War WARHAMMER III\data’ directory.

General
- New ability icons for ‘Armour of Dread’, ‘Lust for Battle’, ‘Gormok’s (Big) Waaagh!’, ‘Spiky Armour’ and ‘Spikez and Hornz’
- Armour of Dread: added passive ability ‘Causes Terror’
- New passive ability ‘Disciplined Brutez’ for most Dark Land Orcs infantry units
- Cleaned the DB (in regards of character skills) and fixed one localization error
- When playing as Drazhoath, the turn 1 fodder army of the Dark Land Orcs is now positioned a bit closer
Fröb  [author] Jul 12 @ 9:49am 
Updated! (2/3)

Dark Land Orc Boyz
- added attribute: ‘Formation Attack’
- added passive ability: ‘Disciplined Brutez’
Dark Land Orc Big `Uns
- added attribute: ‘Charge Reflection’
- added attribute: ‘Formation Attack’
- added passive ability: ‘Disciplined Brutez’
Scrap Shootaz
- projectile Penetration: changed from ‘medium’ to ‘medium_3’ (also for RoR)
Dark Land Bulwarkz
- added attribute: ‘Charge Reflection’
- added passive ability: ‘Disciplined Brutez’ (also for RoR)
Fröb  [author] Jul 12 @ 9:49am 
Updated! (3/3)

Dark Land Warboss
- added attribute: ‘Charge Reflection’
- 5 new innate skills
- added ‘Big ‘Ead Trophies’ and ‘Small ‘Ead Trophies’ skills
Dark Land Drake Rider
- Melee Attack: from 50 to 45
- 3 new innate skills
Gormok the Dark Armourer
- added attribute: ‘Charge Reflection’
- added the vanilla skills ‘Big ‘Ead Trophies’ and ‘Small ‘Ead Trophies’
Gurthok the Harbinger
- added the vanilla skill ‘Armed to da Teef!’
Fröb  [author] Jul 11 @ 8:26am 
@BALENCIAGA_XIV_SKIBIDI: This date only changes when there are actual changes made to the mod file itself. ;)
T3RR0RBLADED_XIV_BALENCIAGA Jul 11 @ 7:58am 
sorry i just got afraid when i saw last update was in feb...thanks!
Fröb  [author] Jul 11 @ 7:55am 
@BALENCIAGA_XIV_SKIBIDI: Yes, as written on the top of the mod page, the mod is updated for 6.2. Otherwise, when launching the game, you can also see in the launcher if the mod has a green check mark besides it or not.
T3RR0RBLADED_XIV_BALENCIAGA Jul 11 @ 7:49am 
DOES it still work? last udpate was in Februrary?
Fröb  [author] Jul 4 @ 4:47am 
@Sassy Tooma: I see no additional value in the warband upgrade system for the Dark Land Orcs, especially since I partly work with unit caps. I do not know if both mechanics would work properly with each other. Also, the Dark Land Orcs would than feel even more different than the common Greenskins. If people really want the warband upgrade system, they can feel free to make a submod.
Sassy Tooma Jul 1 @ 7:15pm 
please please please make it so we can use warband upgrade system with dark land units!!!
Fröb  [author] Jun 23 @ 12:14pm 
@Leonardo: I will try to keep it in mind for the next update. Thanks for the hint!
Leonardo Jun 23 @ 9:14am 
Hi Frob, long time user of your mod. I'd like to thank you for updating it so that Drazhoath is surviable now. However, could you also just move the first enemy army a bit to the right like vanilla? Having them spawn so far away from the first settlement means that Drazhoath still have to waste a turn walking to it, and that could still mess up his early game.

Again, you can add the change when you update the mod next, as it is not game breaking. Thank you again for the awesome mod.
Red Panda Jun 21 @ 11:55pm 
Thank you, nice mod. Favourite orc faction.
Fröb  [author] Jun 21 @ 11:37pm 
@Red Panda: No, everything that is included in this mod is shown on the mod page. The extra Gorbad Ironclaw is most likely from Legendary Characters.