Total War: WARHAMMER III

Total War: WARHAMMER III

Tru' Black Orcs - Armed to da teef
36 Comments
[PuB] Axlegolas  [author] 10 Jan @ 1:06pm 
diggingdwarf26 6 Jan @ 6:32pm 
i think they should be mixed. i think the idea they are going for with them currently is having them be mixed, and if you implement armed to da teef then that isnt as much of a gimmick, so you could maybe change them somewhat? dunno.
[PuB] Axlegolas  [author] 6 Jan @ 4:00pm 
Should the Krimson Killaz also be a mixed unit in v2? What do you think?
[PuB] Axlegolas  [author] 6 Jan @ 3:56pm 
so after testing a bit with how CA implemented their new Black Orcs, I will have to make a new mod. I can't update this one anymore. I almost finished v2 and it will be uploaded the next days.
diggingdwarf26 5 Jan @ 5:44pm 
cool news!
[PuB] Axlegolas  [author] 5 Jan @ 5:10pm 
@diggingdwarf26 tbh, i don't like the CA implementation either. gonna update this the next days but to make it work I have to combine both new BO units and get rid of the ridiculous abilities from vanilla (just like the Skullreapers)
diggingdwarf26 14 Dec, 2024 @ 8:43pm 
i would love to see this updated! ca sort of tried to implement this kind of thing in the last update but it was frankly pathetic. of course only update it when you feel up to it and have time for it
soonfx 18 Aug, 2024 @ 8:53am 
Thank you for making such a great mod. I'm waiting for you to come back with an update someday.
Blackbeard147 21 Jul, 2024 @ 8:08pm 
will there ever be other units that can have this done?
Notthebeegees 6 Jun, 2024 @ 2:37pm 
@[PuB] Axlegolas I can confirm that the entity miscount is not purely graphical, I had two almost destroyed units heal to full health and entity count as soon as I entered a battle, which then persisted onto the campaign map. This was with the graphical only version as well.
Chosen 4 May, 2024 @ 12:05pm 
5.0 plz
bigeazze 3 May, 2024 @ 5:23pm 
update 5.0?
sanakan7 17 Mar, 2024 @ 5:06am 
Worth noting is that Black Orcs with Great Weapons could NOT switch to other equipment in TT.
Slinkerdeer 3 Jan, 2024 @ 9:32am 
Was gonna try this but 0 response to Ralin pointing out a bug nah ill pass
Ralin 2 Nov, 2023 @ 1:04pm 
Hi, this is a classy idea and good implementation.

However, I found a bug: the number of units on the squad icon during the battle behaves completely erratically - sometimes with almost killed unit it shows 80 orcs, and sometimes with half wounded (visually about 40-50 models) it shows 10-15.

Try to fix it?
[PuB] Axlegolas  [author] 5 Sep, 2023 @ 3:19pm 
updated for 4.0
[PuB] Axlegolas  [author] 17 Jul, 2023 @ 8:28am 
@ROIT @less1630 i found the bug. It seems that the game itself causes the visual bug when using several champions in a regiment. i don't think i can do anything about that. But since entities do die, it shouldn't have an impact in battle.
ROIT 16 Jul, 2023 @ 4:59pm 
I also encountered the same problem. On the premise of not using any mods, there was a problem with the number of black orcs.
less1630 16 Jul, 2023 @ 9:58am 
no , I didnt use WezSpeshul or Expanded Roste MOD , nvm , I will think of other ways.
thank you
Golfbag Mansampler 16 Jul, 2023 @ 9:04am 
Thumbs up, yes.
[PuB] Axlegolas  [author] 16 Jul, 2023 @ 8:45am 
@less1630 i can't reproduce the bug. it doesn't seem it's from my mod. this mod changes the original Black Orc unit. There are no other Black Orc variant units with this mod. Are you using other mods like WezSpeshul or Expanded Roster?
[PuB] Axlegolas  [author] 16 Jul, 2023 @ 7:49am 
Please support the modders and give their mods a Thumbs Up. I'm always wondering why so many people subscribe but don't rate.

Please help us modders to promote our mods
less1630 16 Jul, 2023 @ 6:30am 
just in the battle map, I see the unit status in left , it show 2 new form Black Orcs number is 0 when I see them still have 20+ unit in the map .
and the unit card in the beneath also show 0 when them still live. I dont know this is Bug from this mod or not , but I see the original Black Orcs unit is normal .
[PuB] Axlegolas  [author] 16 Jul, 2023 @ 4:38am 
" but I see those 2 new form Black Orcs number is very strange."

@less1630 I'm sorry but i don't understand. sure the black orcs have 20+ models in a unit. what status "0" do you mean? to which "number" are you relating to?
less1630 16 Jul, 2023 @ 2:58am 
very nice , but i have to say when I test this mod , use 3 form of Black Orcs to fight with whitelion , success but I see those 2 new form Black Orcs number is very strange...
those 2 new form Black Orcs number still have 20+ unit , but the status show 0 , seem like some Display error . dont know why .
Kaneda 15 Jul, 2023 @ 11:25pm 
Thank you
Golfbag Mansampler 15 Jul, 2023 @ 5:40pm 
The mention of teef, rather than toof, suggests that the orcs have an admirable dental plan.

Great mod.
Daverin2112 15 Jul, 2023 @ 12:01pm 
This is actually really cool, and clever. Kudos!
[PuB] Axlegolas  [author] 15 Jul, 2023 @ 11:44am 
@Waimanian enjoy.....eh i mean WAAAAAGH
Waimanian 15 Jul, 2023 @ 11:43am 
oh ok, time for a Grimgor campaign i think
[PuB] Axlegolas  [author] 15 Jul, 2023 @ 11:41am 
@Waimanian the weapons they carry are only visually. they have a shield now by default and you can change the weapons by ability.
Waimanian 15 Jul, 2023 @ 11:38am 
Would it be possible to give them a small missile block chance or maybe a little bit of missile resistance since some of them have shields
[PuB] Axlegolas  [author] 15 Jul, 2023 @ 10:31am 
@Altey no, this is just the AI behaviour, so it knows how to use the abilities.
Altey 15 Jul, 2023 @ 10:28am 
oh alright, i thought they activated by charing/being in combat looking at description
[PuB] Axlegolas  [author] 15 Jul, 2023 @ 10:26am 
@Altey this mod is actually doing it, but just not visually. if you activate the abilities, your stats will switch to the weapon set. From shielded to either great weapon or dual weapons.

the abilities are toggable like the abilities of the wardancers, only 1 stance at a time
Altey 15 Jul, 2023 @ 10:21am 
can you make a version with toggleable weapon changes?