Total War: WARHAMMER III

Total War: WARHAMMER III

OvN Lost Factions: Fishmen Invasion
157 Comments
SFH 11 Jul @ 11:43am 
tehswordninja 10 Jul @ 12:20am 
Enjoy the mod but not enjoying the sheer number of fishmen units in a myriad of AI armies. Configuration options for their presence and culture availability would be fantastic.
Idlari 8 Jul @ 4:06am 
@I AM GRUNGNAR Why WOULDN'T it work with Fimir? I just played Kroll and the cult spawned on second turn I think.
Idlari 8 Jul @ 4:03am 
I think the Cult appears a bit too early, on many campaigns it has spawned in first few turns and it really hampers growth early on for many factions. Also agree with Nampot there, that it's a bit too common for armies to have them on almost every faction.
Shadowangel615 3 Jul @ 4:21am 
I hope the fishmen get added as a playable faction at some point, they're genuinely cool and it feels like a waste to just make them mercenaries.
Nampot 3 Jul @ 4:13am 
I love the idea of this mod, but I turned it off because it did not take long before each and every army I came across in a campaign had a bunch of Fishmen in it, so I ended up getting tired of seeing them. It would be nice if maybe they were a little rarer, region specific, or if only certain factions were inclined to pick them up.
Balthasar23th 23 Jun @ 12:39am 
Thanks for this mod! I have made a German translation, can you link it? Keep up the good work!
The Reaper Of Memes 22 Jun @ 7:10pm 
Kind of curious, are Halflings still on the table for being added?.....Or did CA ask you not too? heheheheh hohohoho hahahaha. I love me Tinfoil hats.
YTMightBeRuku 22 Jun @ 6:31am 
Great addition here from team OVN! not long done a mod showcase on a couple of your mods and have been loving them! Looking forward to what you create in the future, keep it up!
I AM GRUNGNAR 3 Jun @ 6:50pm 
does this work with the fimir mod, im thinking about a thematic kroll campaign
ZeButcher888 24 May @ 8:16pm 
@Walt The Why +1
Walt The Why 24 May @ 1:53pm 
Does this work mid save file or do i have to start a new save?
Is it okay if I touch you? 17 May @ 10:42pm 
Is there a way to limit the AI using them? I'm enjoying the faction a ton but when EVERY race on the map recruits them it really hurts the immersion.
Axios2002 16 May @ 1:55pm 
What happens if I confederate a lord who had a fishmen village in one of their settlements? Should I get it? Will it pop back up again? I'm playing Carcassonne in the Old World mod and after confederating Quennelles they had a couple of Clam riders. They were at war with the wood elves so they may have lost the settlement? I don't know.
GodOfGames 10 May @ 8:50pm 
Hello, OvN team! I was wondering, what's your current project? I'm excited for new mods if there will be any.
Lingling 10 May @ 3:48pm 
Yes that’s intended
Virtuous 10 May @ 1:37pm 
in the race tab the Acolyte is listed as a lord, but he can only be recruitet as a basic unit, with all spells unlocked. Is this intended?
tehswordninja 6 May @ 1:26am 
I wonder if Fimir should have access, or increased access, to Fishmen units. Both factions feel fairly aligned in theming.
Lingling 26 Apr @ 3:18pm 
@SRJT16 Well the fishmen would protect only the village and not your settlement for once and they are strong units so a little effort to keep them is alright imho
Rhox 26 Apr @ 4:12am 
Shredder of Lustria//Then you haven't read the description of the mod
Shredder of Lustria 26 Apr @ 3:31am 
I have all the required mods downloaded and turned on but when I go to immortal empires campaign the fisherman are not a choice at the faction section screen. They are simply not there, no clue what I should do.
SRJT16 8 Apr @ 1:00pm 
@Lingling is there any reason why the fishing village doesn't provide a garrison? This would be a nice addition to help protect the settlement that contains your only access to Fishmen.
Rhox 6 Apr @ 4:52pm 
Yeah and only a few of the cultures can. I'll add the list to the description if I remember to do it next time. Here is the code list

["wh_main_sc_emp_empire"] = true,
["wh_main_sc_brt_bretonnia"] = true,
["wh3_main_sc_ksl_kislev"] = true,
["wh2_main_sc_hef_high_elves"] = true,
["wh3_main_sc_cth_cathay"] = true,
["wh_main_sc_dwf_dwarfs"] = true,
["wh2_dlc09_sc_tmb_tomb_kings"]=true,
["wh2_dlc11_sc_cst_vampire_coast"]=true,
["wh2_main_sc_def_dark_elves"]=true,
["wh2_main_sc_lzd_lizardmen"]=true,
["wh2_main_sc_skv_skaven"]=true,
["wh3_main_sc_ogr_ogre_kingdoms"]=true,
["wh_dlc05_sc_wef_wood_elves"]=true,
["wh_dlc08_sc_nor_norsca"]=true,
["wh_main_sc_grn_greenskins"]=true,
["wh_main_sc_grn_savage_orcs"]=true,
["wh_main_sc_teb_teb"]=true,
["wh_main_sc_vmp_vampire_counts"]=true,
["ovn_sc_alb_albion"]=true,
["ovn_sc_arb_araby"]=true,
["ovn_sc_fim_fimir"]=true,
Lingling 6 Apr @ 12:47pm 
I don’t think WoC can get the unusual locations currently
Ramrod 6 Apr @ 6:35am 
I've never gotten the opportunity to recruit them as warriors of chaos, any tips?
Lingling 25 Mar @ 11:28pm 
Yes they are in the works
Manbearczech 25 Mar @ 3:01pm 
Will you ever bring the halflings back?
Wolfie von Carendot 24 Mar @ 10:32am 
A shame to hear, but ultimately expected. Hopefully when all the remaining OvN mods are ported from 2, you might change your mind but like you said, don't hold my breath.

And yeah I understand the Cthulhu mythos inspiration, but it did also give vibes to how the Cult of the Hydra was in Troy, what with them both being mercenary units you can recruit from shady cults, and unless I'm remembering it wrong, could have sworn you got debuffs from some of the interactions with the cult or their buildings in Troy, much like how the village causes growth and control debuffs.
Lingling 24 Mar @ 10:01am 
@sword of war Yes Amazons are still in the works.

@ Wolfie von Carendot No, inspiration didn’t come from Troy but from lovecraft and the shadow over innsmouth story. We tried to integrate that with existing lore.

And in general: There are no plans to make this into a full faction or add anymore units. So don’t hold your breath
Wolfie von Carendot 24 Mar @ 9:10am 
Also, was this mod by any chance inspired by the Cult of the Hydra from Troy? Definitely gives the vibes, but could just be pure coincidence given it's two sketchy cults dedicated to ancient horrors.
Wolfie von Carendot 24 Mar @ 9:01am 
Chiming in with a lot of people in hoping that this bad boy gets updated with more content down the line. Obviously the OvN mods are always solid, but this one especially feels like a blast, and while we can understand the idea of them being mercenaries, would be fun to see a few more additions, be it more horrors from the deep or more variants of Fishmen.
MrSharkey 23 Mar @ 1:55am 
seems pretty cool, hope someday it can be made into a full faction, maybe even a addon for the fimir.
sword of war 22 Mar @ 8:00pm 
any word on the Amazons being brought back yet?
demon xenomorph1987 22 Mar @ 11:30am 
playing as a lovecraft faction wound be interesting
Pfleger Von Yggdrasill 19 Mar @ 11:42am 
Not compatible mod: Piratical Encounters (with Southern Realms & High Elf Sea Patrol support) by Vacuity,will straight up erasing every starting hero or land encounters. Since that mod had not been updated for a while, maybe not because of codes conflicts
LOM 16 Mar @ 2:13pm 
Love this mod. I do wish it was a full faction cause I’d love to run full armies of these units in campaign, but I do love the use of the unusual location feature.
Rhox 12 Mar @ 10:10am 
JETownsend// Yeah, I forgot to put that restraint for the AI. But still could keep it if there aren't convenient command for it
Augustus 11 Mar @ 5:53am 
I think Vampire coast these some units
[TLC] JETownsend 10 Mar @ 9:18am 
Fantastic mod, Great work. My only critique is that the AI seems to put a huge amount of fishmen in their armies even if they don't have access to a port settlement. It's a bit odd to see a swarm of skaven come from the mountains with fishmen giants in tow.
Incredium 9 Mar @ 9:35am 
Someone should make a submod that adds these units to the baseline Vampire Coast faction. Would do well to help diversify their roster a bit while remaining in theme
Rhox 8 Mar @ 8:33pm 
Doriath//We have, but the agent_type is determined by the culture and it was causing lore problems and we decided to not do that
Doriath 8 Mar @ 7:30pm 
Have you considered adjusting the abyssal acolyte to be a hero rather than a spellcasting unit?
tanner.ashes 5 Mar @ 3:16pm 
Yes/ Thank you so much!
Blazindragon 5 Mar @ 12:31pm 
Are you at least going to add the units from the Monstrous Arcanum that would fit with the Fishmen?
maxbtemp 5 Mar @ 11:21am 
its not loading. why?
The Dark Lord Panther 5 Mar @ 12:47am 
these are horrifying i love em
Silken Emperor 4 Mar @ 9:44pm 
these are totally inspired by the deep ones from the cthulhu mythos
gongoozler 4 Mar @ 5:42pm 
would it spawn in ogre and orc cities?
Knight of Bretonnia 4 Mar @ 4:38pm 
The madlads actually did it... BRAVO!
thorondragon 4 Mar @ 11:40am 
hey i don't know why but your mod ain't showing up for me.