Total War: WARHAMMER III

Total War: WARHAMMER III

Dark Land Orcs
912 Comments
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.
[VI] 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.
Red Panda Jun 21 @ 2:20pm 
Is extra Gorbad Ironclaw from this mod ?
Fröb  [author] Jun 17 @ 12:48pm 
@Handsome Devil: No? Only if you get into an alliance with Greenskins having access to them.
Handsome Devil Jun 17 @ 12:35pm 
Can chaos dwarfs recruit them ?
EnumaEllis Jun 9 @ 3:42am 
All good. Though, I hope at least a pistolier would be good. Just some more ranged available, really. Up to you if you want to add.
TToKKang Jun 8 @ 11:30pm 
The translation quality is not good, but thank you for putting it in! I'm embarrassed lol
Fröb  [author] Jun 8 @ 11:12pm 
@TToKKang: Thank you! I embedded a link to the translation in the mod page.
TToKKang Jun 8 @ 6:49pm 
Hello! I translated this mod into Korean and uploaded it! If you don't like what I uploaded, I will delete it!
Fröb  [author] May 29 @ 10:47am 
@EnumaEllis: I was playing around with such an idea but there are multiple reasons speaking against it. Unfortunately and most importantly, there are no fitting animations for "orcs with guns". Aside from that, I think my mod features enough units with each of them having their own role in the Greenskin roster. I don't think it makes sense to make the mod even bigger.
EnumaEllis May 29 @ 4:59am 
Curious if you have any plans to add in more gun-heavy units? Pistol, artillery, etc. Showing they are influenced and learned to adapt in their environment.
Doomnayer May 22 @ 2:38am 
Terror of Gorgoth as an RoR Unit respawning left and right is just unpleasant.
Eldar_Nerevar May 17 @ 5:10am 
ahh okay , i managed to get the units and the building
Fröb  [author] May 16 @ 11:25pm 
@Eldar_Nerevar: Many features will not work when activating the mod during a campaign. I would highly recommend to use it for your next playthrough instead.
Eldar_Nerevar May 16 @ 2:09am 
hey is this save game compatible? im half way through a grimgor dark lands conquer and just realised i could grab some of these units?
Fröb  [author] Apr 27 @ 9:44am 
@Kalthas: It's my personal design choice that he remains a foot lord.
Kalthas Apr 27 @ 8:52am 
Great mod. Is it possible to add a dark land drake as mount for Gormok, Thank you.
Fröb  [author] Apr 25 @ 4:19pm 
@Bardman322: No, you need to own the old games to have access to their races.
Bardman322 Apr 25 @ 2:03pm 
Is there a way to play this mod without having to buy Warhammer 1?
Fröb  [author] Apr 18 @ 3:29am 
@Sassy Tooma: I never had to do with the warband upgrade mechanic and also don't think it is necessary. But you can feel free to make a submod for it.
Sassy Tooma Apr 17 @ 10:33pm 
any thoughts on a Warband upgrade compatibility please?
Commancho Apr 9 @ 2:33pm 
Amazing mod! <3
FATHER G00SE Apr 7 @ 1:09pm 
@Fröb Understood. Cheers
Fröb  [author] Apr 7 @ 9:04am 
@FATHER G00SE: Such issues are to be expected when you use a mod that changes the very basics of a campaign. Unfortunately, I am horrible at scripting. I will only implement such changes when someone provides me with a working script for it. The AI Dark Land Orcs spawn with the legendary hero, so there is no need to transfer the quest.
FATHER G00SE Apr 6 @ 2:25pm 
i noticed when using the "change starting settlement mod" the legendary hero for defeating chaos dwarves doesn't spawn. can we maker him spawn on the LL instead of capital? also confederating the dark orcs before they complete the legendary lord quest isn't carrying over the quest to you.
Inquisitor Rosenhof Apr 2 @ 3:39pm 
yeah thx dawg I was just having a rough night getting run in by them XD. Unnecessary salt on my part, love the mod work.
Fröb  [author] Apr 2 @ 8:20am 
@Inquisitor Rosenhof: The balancing of the Scrap Shootaz has been an issue since mod release. I nerfed them multiple times but I will probably also add a unit cap in a future update since the AI tends to spam them. Infantry does not stand a chance against them but you can easily render them useless in melee with cavalry/monsters/monstrous infantry.
Inquisitor Rosenhof Apr 2 @ 3:43am 
scrap shootaz are a broken af. I counter barrage them the whole battle with artillery doing no damage because they are high health, high armor, low numbers and spread out. Then they literally one shot my best infantry outside of the range of all of my missile units and mid range artillery.
Mandalorian Paladin Mar 26 @ 4:55pm 
thank you very much, @Frob! It works now and this is incredible!
Fröb  [author] Mar 26 @ 8:23am 
@Mandalorian Paladin: I just loaded in a campaign without issues. Please try un- and resubscribing to my mod and MIXER to redownload them. Also, I think a hotfix dropped today. So maybe you've got more luck now!
Mandalorian Paladin Mar 26 @ 1:08am 
I am confused because with the new patch this should be out of date, but the mod menu says it is up to date yet whenever I try and start a campaign as them it crashes to desktop.
Sir Dingles Mar 24 @ 3:01am 
A darklands giant would be sick
Fröb  [author] Mar 21 @ 12:10pm 
@Óðinn Alföðr: I don't know if a submod is even needed in this case. But I am not creating submods myself anymore.
Óðinn Alföðr Mar 21 @ 11:50am 
You can make a sub mod for compatibility with We'z Speshul (Vanilla+ Greenskins Mod)???