Total War: WARHAMMER III

Total War: WARHAMMER III

Dark Land Orcs
978 Comments
Fröb  [author] Nov 11 @ 2:18am 
@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 Nov 10 @ 3:16pm 
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 Nov 8 @ 9:32pm 
wouldnt pay attention to that comment. definitely troll-y lol.
Fröb  [author] Nov 8 @ 2:21am 
@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 Nov 8 @ 12:33am 
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  [author] Oct 20 @ 12:17am 
@Mandalorian Paladin: The custom faction should have the standard victory conditions.
Mandalorian Paladin Oct 19 @ 11:41pm 
Is there a way to fix there being no victory conditions?
Fröb  [author] Oct 15 @ 2:23pm 
@XHAlpha: A pasture building? Which building exactly are you referring to?
XHAlpha Oct 15 @ 11:03am 
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  [author] Oct 12 @ 7:38pm 
@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 Oct 12 @ 8:55am 
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  [author] Oct 11 @ 9:23pm 
@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 Oct 11 @ 2:57pm 
Hi, will this faction be compatible with SFO?
Capibars Oct 11 @ 9:22am 
N30N Oct 11 @ 7:29am 
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 Oct 6 @ 9:57am 
you need mixus unlocker
taklaci Oct 6 @ 9:18am 
i downloaded the mod but the faction wont show up why is that?
InfoManiac Oct 5 @ 10:22am 
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 Oct 5 @ 1:16am 
can you add them as a mod option?
Fröb  [author] Oct 4 @ 11:55pm 
@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 Oct 4 @ 11:49pm 
Why were the Dark Land Garrions Troops removed, the building chain seem a lot less worth now ?
InfoManiac Oct 2 @ 4:39am 
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  [author] Oct 1 @ 9:34am 
@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 Oct 1 @ 9:07am 
i love your mod regardless. They can have weaker settlements for all i care. like advanced savage orc
BatBreath Sep 30 @ 4:19pm 
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  [author] Sep 25 @ 4:26am 
@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 Sep 25 @ 4:01am 
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  [author] Sep 21 @ 4:00am 
@Seran561915: I never messed around with building slots, so you should ask ChopChop in that regard.
Seran561915 Sep 20 @ 6:34pm 
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  [author] Sep 18 @ 3:02am 
@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 Sep 17 @ 11:54pm 
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 Sep 14 @ 1:07am 
Ah, oh well.
Fröb  [author] Sep 13 @ 4:50am 
@Rustic Clover: To my knowledge, this is a game limitation and personally I do not know how it could be solved.
Rustic Clover Sep 12 @ 11:26pm 
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 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.