Total War: WARHAMMER III

Total War: WARHAMMER III

SCM: Tribes of the North (6.2 - NEW FACTION!)
631 Comments
SpooNNNeedle 11 Jul @ 6:05pm 
I'm also unable to battle confederate a few lords as Bjornlings. For example. I've defeated hakka multiple times (even destroying all his armies) and can't confederate.
SpooNNNeedle 11 Jul @ 6:02pm 
The only other option you really have is to wait for the AI to target somebody else and snatch their settlement while they're gone. The World Walkers are the only faction that regularly does this, though, and they are not an enemy you can realistically beat without getting extremely lucky or cheesing the hell out of the battle ai.

I do really like their premise and flavor of optionally becoming friendlier with the Empire factions. Maybe a custom Beast Compendium or something that doesn't require them to raid and pillage the Empire for the fun toys would make them stand out in the Norscan lineup.
SpooNNNeedle 11 Jul @ 6:00pm 
I feel like bjornling might be just a tad bit too difficult a start. You border two very strong and aggressive factions, and the third (friendlier) border will almost certainly be confederated by the World Walkers in the first ~10 turns.

Having your army be so isolated and unable to capture nearby settlements (especially on the very hard difficulty), and having no way out of your spawn, means you have to wait for the enemy to come attack your gates, manually win the battle, and do so without taking any serious damage in your Lord's army so that you can counter-attack and hit the garrison and half-sized army the AI has inevitably built up between the rounds it takes to travel to their settlements... all on tier 1 and maybe tier 2 melee units.
EmpireCommand 8 Jul @ 12:22pm 
The Bjornling start is straight up a grind. I would move the starting army fight closer to Pack ice bay, because it takes a minimum 5 turns to get to it from where mr Grondal starts now. Which makes the campaign a literal End Turn Button pressing Simulator.

Also The Bjornling fishing stance Removes the Forced march stance option in water, if this is on purpose ok, if not It really also makes the water transport into a harsher grind.
Boxy 6 Jul @ 7:03pm 
I noticed your other Might of Maw is compatible with the Old World Mod. Would this one also be compatible?
混沌矮人 5 Jul @ 1:58am 
Can the Sulsa Blood Avenger be added to the custom settings?
JazzMonk 2 Jul @ 8:31pm 
When playing with TOTN and Stratovarius' Rotblood tribe mod, the regular Norsca heroes of TOTN factions get replaced with Rotblood ones for recruitment. Noticed while playing Sayl, wondering if anything can be done? If not, just a note for compatibility. Love this mod!
rvvakag 1 Jul @ 10:23am 
Hi! Could you increase the quantity of Bearman of Urslo (RoR) up to 5 or, better, make a basic version that can be hired in limited numbers, like a Bulwark of Skjold (RoR) and regular Huskarls for Bjornlings. Sub-mod maybe? Thanks in advance for your reply.
Crowgoose 26 Jun @ 5:06pm 
I'm not sure if this is intentional, but I cannot confederate with egil from combat as the bjornlings.
Goldberg 26 Jun @ 4:13am 
Artworks of loading screen are insanes !
Kaptajn (i got tech armor) 23 Jun @ 2:54am 
@antiz777 If the bug was a sort of wooshing sound, like a magical effect, then i don't think the mod is blame. I have the same even when i disable the mod, and it is driving me insane.

Also check if it's Norsca units or just units with the rage effect, as that is the issue for me atleast
Eff 22 Jun @ 11:37pm 
As Hakka the Aesling - Aesling, am I able to recruit Huscarls? Or is that only Ulfric Grondal - Bjornling? Amazing mod by the way, loving the variety of gameplay :P
antiz777 19 Jun @ 10:26am 
Hi, I tested two campaigns with the factions of the mod and in both there is a sound bug in battle when approaching or moving the camera close to the units, I tested on other campaigns like for example another faction of the SCM mod Might of the Maw and the bug does not appear. The bug was not present either before the patch
luthurram 18 Jun @ 8:52pm 
Any update on bear skins for the Ursfjordings?
Autumnchain 18 Jun @ 12:45pm 
Will MCT compatibility be implemented to control who shows up? I'm assuming that since Might of the Maw does it, this could as well.
Wauthan 17 Jun @ 3:01pm 
One last comment, on the newest lord added by the pack. Geimdall doesn't require but REALLY benefits from two other mods: Immortal Empires Expanded and Norscan Longship. The latter is one of the units he boosts with a dedicated skill and without the former the closest town will likely be immediatly taken by Brettonia, giving you no way to recruit more troops without dealing with them on turn 2. :lunar2020gigglemonkey:
Wauthan 17 Jun @ 2:35pm 
@Dale I'm not sure but I think most, if not all, of the unique faction units are connected to landmarks. If I remember right Birna's recruitment landmark is on the troll country coast, south of her starting position.
Wauthan 17 Jun @ 2:32pm 
@comisaryarrick While the mod authors are likely to remove/replace this version of Sayl it's really unlikely to cause any errors or conflicts even if they don't. There will simply be two Sayls running around the map at the same time. The SCM version and the CA version.

I say keep him in the mod, and just have the two fight eachother to determine who is the true Sayl. :)
comisaryarrick 17 Jun @ 10:24am 
When the DLC comes out, will you remove Sayl from the mod? If you don't remove it, the mod will probably give an error?
comisaryarrick 17 Jun @ 10:22am 
Hello! New units have appeared in the mod, but some of them are displayed incorrectly, the model is broken, or the icon is from the imperial infantry and goblins. Please fix it! Thank you!
TToKKang 8 Jun @ 6:49pm 
Hello! I translated this mod into Korean and uploaded it! If you don't like what I uploaded, I will delete it!
Dale 6 Jun @ 3:22pm 
As Birna the Huntress how do i get Sarl Hunters`? :)
Empyrial 31 May @ 8:07pm 
But in all seriousness, it would be great to be able to recruit the unique marauder variants through the alliance system, it seems like they become genetic when recruiting them from a different faction/race.
Empyrial 31 May @ 8:01pm 
@Sniperbait I'm not seeing the problem :WH3_greasus_rofl::WH3_greasus_rofl:
Sniperbait 31 May @ 9:12am 
Anyone else having a problem where Einarr Sigdansson just keeps casting an unending magic shield on his whole army?
jamie_van 29 May @ 8:50pm 
Any way we can get a submod to unrestrict some of the faction specific mechanics? I get wanting to increase replayability, but have like 15 confederated lords that all buff faction specific troops in their skills is kinda annoying since you can't always optimize them. Just thought I'd ask if it was possible, and/or how difficult it'd be.
NorscanWarlord 27 May @ 6:44pm 
hope you guys release a reskin for Sayl the Faithless when he officially drops, i like your more than the official one
Ace24 26 May @ 5:54am 
Will Ulfric and his Bjornlings get the better Kislev faith system? I love playing him and Viking tactics like shield walls, but the stance is useless against arrows, which feels wrong. He’s meant to be an order leader, yet his economy suffers since he lacks port bonuses others get. Being a fishing tribe, why don’t ports generate fish or boost trade? Chaos offers better rewards, so why choose order? There’s little incentive to play him as an ordertide character. The Empire dislikes you despite being the “good” Northmen, which hurts. Helping Kislev politically should reward you more, like unique units or reinforcements—like Markus Wulfhart getting Empire aid. Devotion and influence with Kislev should give tangible benefits. Ulfric should have buildings boosting devotion, not chaos shrines. His campaign feels out of sync with order factions, making it discouraging to play.
Mosketero 24 May @ 2:25am 
Your Sayl will be always our favourite Sayl :VLOVEIT:
Sayl RIP
Peaceoutindexdown 22 May @ 3:08pm 
I hope CA really hit Sayl like you did. <3 Keep up the good work.
bain.yelton 20 May @ 4:37pm 
This is a must have, like a full on expansion DLC. Love it
Kishin Malz 19 May @ 8:23am 
i LOVE it. thanks for this i question could you make the 2 axe weelding werewolf a generic lord ? would love that mod. thx again for this one it is amazing ^^
Триарх 13 May @ 10:49am 
жаль, что верховный король до конца не проработан, механику Кислева изменили, а его в вашем моде - нет (
и жаль, что он несмотря на поклонение богам Кислева, все равно распространяет Хаос и строит постройки Хаоса
KingRybolt 13 May @ 5:23am 
remove woman or make her demonic but i think she already demonic
shadowwolf850 9 May @ 7:38pm 
I'm very sorry if this has been said before and if im bothering, but the characters will not load in old world classic sub-mod, but will load on the normal old world campaign
WhiteWolf727 7 May @ 1:26pm 
Thank you for a wonderful job, but I have a question, where is it possible to recruit Sarl Hunters? I think the only archer unit available to me in Birna's campaign are some archers that are not exactly Sarl Hunters.
Xenos 7 May @ 6:49am 
Why doesn't my thorgar rise to demon prince?(
lexisking266 4 May @ 2:16pm 
Am noticing I cannot seem to recruit Shield Maidens as Birna, like, not even seeing them in the settlement building units list things. This a bug or a feature?
JackieTheWolf 3 May @ 5:22pm 
Hey, every time I play as Skeggi and try to put Soren into Adella's army the game crashes.
ambroisiskane 25 Apr @ 10:32am 
How do we recruit the Ravenswryd guy?
NukeEmRico! 25 Apr @ 2:13am 
Any chance of adding a Kurgan or Hung faction with Marauder horse archers of some sort?
Chicorito94 24 Apr @ 9:41am 
What is your plan with Geimdall? I accidentally found out about him when messing around with a new game as Louen. I checked him out and he looks very promising as a Norscan raider (or a so-called "friend" to the Ordertide). He has the old Kislev race mechanic so I feel like Geimdall was created long before 6.1 together with Ulfric. He may just need a mount or two and some unique stuffs to become a full faction.
Stromni 22 Apr @ 12:48pm 
Anyone know if there is a way to make it comaptible with Radious?
MVGkaiser 18 Apr @ 12:43pm 
hi!

I noticed that Rafn Oflatisson has very few skills.

I can't unlock "Iron Fist Gauntlet", being it needs 4 skills to be unlocked in the previous row.
Lee Perry 17 Apr @ 5:00pm 
incompatibility with Imperial empires extended mod, it crash at turn 9
Dukatengeier 17 Apr @ 12:48pm 
Awesome mod! Does anyone know how exaclty the recuitment of new units works? Most of them seem to be only available through a certain skill and have a pretty restrictive unit cap. E.g. scarl hunters, you could only get 2 of them through a skill and there's no recruitment building. Is this supposed to be this way or are you supposed to get them through buildings and my game's just bugged?
StrachanStoats 15 Apr @ 11:51pm 
Pleased to discover TOtN loads properly with IEE on 6.1

Mod makers and posters here say it is designed for IEE, but this is the first time in several game updates that it works. Which is important, because the mod is so good it belongs in the 'essential in every game' category.
SIX 14 Apr @ 7:25pm 
They are cap behind a skill