Total War: WARHAMMER III

Total War: WARHAMMER III

Blackskullz Horde by Mortrau
85 bình luận
Mortrau  [tác giả] 14 Thg07 @ 6:55am 
@gameslayer7 And it is present in mod description.
gameslayer7 14 Thg07 @ 12:07am 
I was playing Goldfag and when I tried to recruit a second lord from the camp but it had a population demand. After i deactivated this mod it was removed.
ccooooll 30 Thg06 @ 10:08am 
Could you please make it so that other orcs can also produce the mod-exclusive units?
begbill 22 Thg06 @ 10:05am 
Great mod, very enjoyable
Rudolf-The-Traveller 20 Thg06 @ 3:48am 
This Mod is amazing just killed al Da Point head stuniez now going to kil al da weak Goboz

I miss a few things tho I would love to confederate other greenskins but if you kill there faction leader maybe they become a vassal?

The last thing I miss is a no trespassing penalty? would be amazing so you can get some other gitz to help out. No goblins ofcourse maybe a negative diplomatic penalty against al goblins?

Thank you so much for this WAAAAAAAAAAAGH!
ᚹᛟᛞᚨᚾᚨᛉ 15 Thg05 @ 8:06am 
Could you please make it so that other orcs can also produce the mod-exclusive units?
Inosens 10 Thg04 @ 1:25pm 
This feels like it was made for my, holy shit
I genuinely miss the freedom of just saying "screw it", leaving and fighting whoever you want
and then it is orcs? specifically black orcs? hell yeah
Death 8 Thg04 @ 4:10pm 
for some reason i cant build anything within the camp, so im stuck with the main army it spawns with, not sure why
Ichneumon 3 Thg03 @ 9:27am 
Great work! Skarfang horde was quite a savior for greenskins in my campaigns (while I was playing another greenskin factions), many times stopped dwarven (mainly Thorgrim) onslaughts. When I played as Skarfang I really apriciated the simple horde system. Just fighting and freedom without defending settlements was very refreshing. Thank you!
AVE 20 Thg02 @ 11:19am 
Have you thought about adding a Beastmen Herdstone/Bloodground type mechanic for this faction? Possibly replacing the Herdstone with Totems and the Bloodground with Sporeground or something? I only ask because the Bloodground mechanic is underutilized in other mods and this is the perfect mod for it imho.
The derpacis herpacis 11 Thg02 @ 11:21am 
those unit upgrades, do they require the gorebad dlc to work?
Mortrau  [tác giả] 2 Thg02 @ 7:30pm 
@位面旅行者G That issue cannot be caused by this mod, because I did not touched vanilla permissions for heroes aside this one faction.
位面旅行者G 2 Thg02 @ 6:36am 
This MOD has a bug that made the vanilla Orc faction cannot recruit night goblin big boss hero
bambimanuel 28 Thg01 @ 2:52pm 
I started another one and finished it more quickly than the first. I repeat that I had a lot of fun, this time the ancestral dead dwarves heroes didn't follow me all over the map and I finally rediscovered the ambush mode! ;);) I renew my positive comments. The last thing I noticed is that there is a bit of disparity between the rank bonuses that the buildings give to the heroes. The troll hag at the last level doesn't receive anything. No more hags or more levels. Thanks again and see you next mod! Great job!
Mortrau  [tác giả] 28 Thg01 @ 12:22am 
@bambimanuel I added backup version made before adding outposts to post on my boosty page. Just look for _backup.pack there.
bambimanuel 27 Thg01 @ 7:37pm 
I lost the campaign. First I started normally and everything worked, I didn't see the fix for the allied camp. So I uninstalled and reinstalled the mod, which had worked for the corruption building yesterday where I had the same problem. And nothing now the save doesn't load and it crashes, the loading screen is not even yours from the mod but the classic orc one. Damn, there were really only a few turns left to finish it... so many hours wasted. I know very well that you have nothing to do with it, do you have an idea of ​​how to fix it? I tried removing and reinstalling it twice already.
Mortrau  [tác giả] 27 Thg01 @ 7:24pm 
@bambimanuel You have much more economy than WH2 WoC, so I decided to not disable them.
bambimanuel 27 Thg01 @ 4:31pm 
Oh, I forgot the supply lines are active. I think it's not intentional right?
bambimanuel 27 Thg01 @ 4:22pm 
Ok you are the boss. But know that orcs do not colonize ruins often, it is a diplomatic trait the colonizer of ruins (skaven have it for example) so know that it is really very easy that everything you destroy will be taken by an anti-orc faction. For the movement I agree with you in principle. But when you finish a siege you should always have the possibility to return to the camp, as you yourself have planned, and between your armies that are there in the middle and settlements that are in tight spaces it does not always happen, and this does not concern your mod. ps maybe the building that gives bonuses to the actions of the heroes, which from the text seems to be a sentry building, could have a slight bonus of movement. 5.10.15%
Mortrau  [tác giả] 26 Thg01 @ 9:52pm 
@bambimanuel
Long victory condition is to destroy two major and plenty of minor gobbo factions (at least they are meant to be gobbo ones in lore). About turn 100 almost all of them could be destroyed or confederated without your participation. They can't stop ordertide by their own. So they are just some kind of waystones. Also your experience with massive ordertide rush without endgame crisis is exactly what I wanted to see, it definitely reminds me of WH2.
Mortrau  [tác giả] 26 Thg01 @ 9:52pm 
@bambimanuel Again thanks for feedback!

I hoped that there will be no allied outpost option shown at all if I just do not add that, but I see now that it will just be bugged UI instead. So I added that outposts. Strong enough to reinforce allies if you manage to get them.

As for Nakai and Beastmen sort of things - main goal was to restore WH1-2 WoC gameplay. So I am stick with that. I like feature to gift settlements to someone like in Grudgebringers mod or like Golgfag does it, but for that I just can play them.

Stances are fine, I tested them without movement penalites and they were OP. Restriction was added to all my mods because of that. I prefer more hardcore strategic gameplay. Planning and improving movement bonuses are keys to survive here. Also remember old WoC - there was no ambush stance at all.
bambimanuel 26 Thg01 @ 8:12pm 
Don't just create ruins by giving settlements to someone, and the normal camp with zero movement in my opinion would solve all these inconveniences, at least for those who play vh or legendary.
If I spent so much time writing it's because the mod is fantastic. I wouldn't waste time for a badly made mod! Subscribe people, even legendary lovers will have fun. The units are very strong but I fought the two biggest battles I've ever seen. 4 armies of mine with their respective waaagh against 12 armies of dwarves and empire in two consecutive turns...Which followed me towards the dark lands for several turns like hounds. (I discovered with this thing that there is a cap for reinforcement armies of 4) Wonderful! Thanks
bambimanuel 26 Thg01 @ 7:52pm 
fourth This time I had the record 12 stacks really between belengar wisseland and reikaland I should have made a screen). I couldn't even ambush because I had the dead spirit heroes, all 4 of them, who followed me and guaranteed that the ambush was discovered as soon as the turn ended. But at least with the beasts I could enter a hidden camp and in any case I could always enter a normal camp regardless of movement. Here you can't have a hidden camp and sometimes you won't have enough movement to heal yourself. Maybe give the possibility to enter a normal non-raiding camp even with zero movement? This becomes problematic even when you finish a siege, there are places on the map (especially in the narrow mountains) where to retreat the AI ​​(game problem) makes you consume more movement than normal and 25% does not allow you to go back into camp mode (rare but it happens). It also happens when there are many armies around a settlement and to retreat you climb over them.
bambimanuel 26 Thg01 @ 7:48pm 
third -- I'm almost done with my legendary campaign and in fact despite having thousands of hours in all warhammer I've never seen the order factions (at least the ones I've encountered playing these black orcs) so strong, and I've lost at least forty turns fighting the dwarves on principle but they've been replaced by the empire. The second reason why it would be better to make sure you don't just create ruins that someone else colonizes is the following. In warhammer 2 and 1 I played a lot with beasts. At the time it was the only faction I could play legendary..
bambimanuel 26 Thg01 @ 7:34pm 
SECOND You could create a Nakai-style orc faction to which you give settlements, I mean a faction with full armies and settlements. It's not in the spirit of the mod but it's not that far off either. You could choose to give settlements to the closest orc faction perhaps in exchange for money or the possibility of becoming vassals.. Vassals manage and we real black orcs fight all! I understand that both solutions require a lot of work and that they don't marry 100% the spirit of the mod. But at the same time playing as orcs and seeing the order explode (and it's already something that often happens) is not nice.
bambimanuel 26 Thg01 @ 7:34pm 
FIRST. Only two things I remembered. I would move the boar rider technology (not black ork, vanilla I mean) to the beginning, because later you will never recruit them. (the techs that restore movement are wonderful and ingenious). The possibility of creating an allied outpost is missing, the icon becomes very narrow and is not clickable. Then a thought of mine that I do not think is solvable, because it is an aspect that cannot be absent with a horde faction and that the horde factions had in whr 1-2. Unfortunately in fact the campaign objectives (fair and lore, which I do not dispute) mean that you work to help the order factions. If you are successful and reach the victory conditions you will have destroyed the chaos dwarves and a good part of the orcish factions. This will help the order factions a lot.. how can I put a patch on this problem I return to the theme with the spirit of the mod?
Calaforex Clan 26 Thg01 @ 4:59pm 
finally, that sense of freedom back again. I love horde factions
RoadBeans 26 Thg01 @ 2:51pm 
amazing! Very creative and lore too.
Elemental Israelite 26 Thg01 @ 11:24am 
This is quite creative and cool. Here's another idea too. How does a custom WoC faction that uses a blood-grounds mechanic sound? Always kinda wondered about that. I like playing WoC but don't like how it's centered around needing vassals all the time how weak the minor settlements are. I love the way blood-grounds permanently raze surrounding territory, but I don't like playing Beastmen (I prefer tough heavy factions over fast squishy light ones lol)
Cebi 26 Thg01 @ 11:18am 
I also have the issue with Horde buildings not showing, there are just no buildings at all, probably some incompatibility, i'll update if I find anything conflicting.
Mortrau  [tác giả] 26 Thg01 @ 10:03am 
@EZRA_POUND Try to resub to all of these, also don't forget to enable MCT that is required for MIXER. Really don't know why do you experience this.
EZRA_POUND 26 Thg01 @ 9:37am 
@mortrau, i select the Mixu's unlocker, i select your Mod, i start the game, i select immortal empires and i dont see your mod.
Mortrau  [tác giả] 26 Thg01 @ 12:37am 
@bambimanuel As for waaagh bonuses, sadly I can't change em entirely due to their lock behind UI scripting. But I added bonus to horde growth to vanilla waaagh (so it will do nothing for vanilla greenskins as provnice growth do nothing for horde, fair trade).
bambimanuel 25 Thg01 @ 11:59pm 
wow how efficient. Tomorrow when I play I will surely think of something thanks a lot in the meantime.
Treeshrew 25 Thg01 @ 11:22pm 
@Mortrau
Thanks a lot!
Mortrau  [tác giả] 25 Thg01 @ 11:19pm 
@Doomwatcher Feel free to make it.
@bambimanuel Thanks for constructive feedback! I made several changes based on it:
1) It is weird, but I do not see mountain attrition immunity for Grimgor in appropriate tables (despite he has it in game), but I see it for Azhag, Gorbad and Grom for example. Anyway, added it to Blackskullz.
2) Added -corruption effect to main horde settlement building and shaman building with numbers equal to such for regular settlements.
3) This is a bug, added mutated trolls to appropriate unit set. If you find another units that not affected by skills, please report.
4) I know about it, will look if I can do something with it, need some rework.
5-6) Big bosses can wound, I don't think that you will stay for 4 turns in the same area often. Don't want to change vanilla skills for heroes, because it will affect other Greenskins factions. But I changed Legendary Hero Wound action for Assassinate.
bambimanuel 25 Thg01 @ 9:40pm 
second part of comment----3) there are units that do not benefit from skills, unfortunately I remember only mutated trolls at this time. When I unlocked them they were really worse than normal trolls for this reason. 4) the waagh bonuses are mostly for factions with settlements, as well as the various events. They are not very useful. 5) there is no hero to assassinate, being a horde (legendary) I have a river of enemy heroes that follow me everywhere and I have no way to increase the wounding changes, if there was a hero with assassination skills it would be easier. 6) since C.A didn't do it maybe it would be nice to give extra skills to the troll hero, maybe a slight boost for monsters and other trolls. There were other things but I don't remember now. If I didn't bother you when I see them again I'll tell you, in the spirit of a beta tester. I really hope you understand that I say these little things because I like the mod and it can always be improved. Good work and thanks.
bambimanuel 25 Thg01 @ 9:38pm 
I'm really enjoying it a lot. I thank you again. There are some shortcomings that I would like to bring to you. I hope it's constructive since it comes from a person who likes your mod (and also the dark elf corsairs one which is more refined being older). 1) The troops suffer from mountain wear, I think they are the only orcs who have this problem, I would cover the grimgor resistances for wear. 2) There is no way to decrease the corruption, the armies in addition to not having skills or buildings for the uncontaminated do not even count to give a minus one to the corruption. Being black orcs who want to take revenge on the chaos dwarves, (campaign objective) it doesn't make much sense.. I think 10 turns are needed by sending them back to corruption zones to take the negative traits of chaos from the heroes and lords.. And 10 turns are not enough to destroy all the chaos dwarves, at the moment I have 3 lords and 7 heroes with negative traits.
Treeshrew 25 Thg01 @ 9:21pm 
@Mortrau
Hey! Really love your mod. Would you be okay with me doing a submod to add Tabletop Caps compatibility to your units in the near future? Thanks for releasing this, been really fun playing a good old horde again.
Mortrau  [tác giả] 25 Thg01 @ 7:45pm 
Crucial bug fixes:
- LL is now immortal
- Defeated Lords now are correctly replaceable
Save incompatible, sadly.
tinywars 25 Thg01 @ 7:24pm 
I like this. I too don't like building and managing an empire. I prefer to let it all burn in my wake.
Mortrau  [tác giả] 25 Thg01 @ 5:57pm 
@Lord Sleepy [C9] They are not in Greenskins menu, when you select race look directly for them.
@mdzielak @SergeantSnuffy I don't know which of your mods cause that kind of mod conflict. I do not have that issue on my side even with 55+ mods enabled.
@EZRA_POUND What do you mean by "does not appear"?
EZRA_POUND 25 Thg01 @ 2:24pm 
Sir, your mod does not appear, i sue Mixer and only your mod.
SergeantSnuffy 25 Thg01 @ 1:59pm 
Hey! I think the mod is great, but none of the horde buildings are working for me...
mdzielak 25 Thg01 @ 1:57pm 
hey guys, i haven't got horde buildings at all on Skarfang.
Also i don't have any mods strictly related to changing horde mechanics. Any ideas?
@ waddysjunk - :steamfacepalm:
Lord Sleepy [C9] 25 Thg01 @ 9:33am 
Is there a reason they dosent show up in "Skirmishes vs AI" ? Cause would like to try them for me a little bit. But somehow they dont show up ^^
knopi 25 Thg01 @ 7:27am 
hi can you make a mod that makes it so the "restock!" ability is infinite use?
satonaro 25 Thg01 @ 7:16am 
Very good mod, trying a play with it! So first of all good job!

While playing I was thinking, wouldn't it be amazing to add a feature like the mod "Heroes No More: Skarr Bloodwrath Legendary Lord" for having a taurox mechanic in this one as well? I think it would be very good for the horde playstyle of killing and plaundering everything on sight!

My 2 cents :D btw good job
XHAlpha 24 Thg01 @ 8:02pm 
Any chance of a submod adding the units to the normal greenskin roster?