Total War: WARHAMMER III

Total War: WARHAMMER III

Norsca Divided: Norcan Subfactions
35 Comments
Fizzle_Boom25  [author] 19 hours ago 
I'll look into it. A few things to consider:
-They will need new units, but I'm planning to add Norscan mercenaries for the Empire, so those will work
-I need to figure out how to change their corruption preference. Hopefully it's not a startpos thing
-I don't want to make big changes to their faction mechanics, which are probably getting a major rework for Tides of Torment.
-I want it to still be compatible with Tribes of the North

Seems doable, which tribes would be the best match? Bjornling?
gandhi89 25 Jul @ 2:09am 
Hi Fizzle and thank you for your awesome mod. Would it be possible to create a non-chaos norscan tribe ? A tribe which decided to chose the light instead of falling to chaos ?
Fizzle_Boom25  [author] 8 Jul @ 10:14am 
That is correct. Norsca only has one lord type, so every faction is led by a Marauder Chieftain and gets the same bonus. Regular Norscan tribes also get a bonus for horsemen that they can't recruit. I'll probably add some other bonuses when I update them for 7.0.

To a certain extent, Steppe factions are supposed to suck in sieges and choke-points since that's the best way to counter skirmish cavalry. When I a played a River Dolgan campaign, I would siege and wait for them to sally out (the AI underestimates horsemen, so that happens a lot) and kill them in the field. Then I could storm the walls and wipe out the survivors.

But I agree they can use some changes. I'll wait to see what units are added in Tides of Torment before I make any changes to their roster. I'll think I'll also add a siege attrition bonus to help with sieges.
GrumpyBadger 8 Jul @ 8:56am 
Steppe factions have -25% vigor reduction for Marauder Champions which they are unable to recruit, is this correct?

All the extra ammunition is nice, but the faction has a hard time with tight maps or sieges as they have little that can stand in melee. Considering the skill tree gives little more than extra ammo I think the factions need some bonuses elsewhere or maybe a slightly larger roster (javelins or axe throwers would help at least).
Fizzle_Boom25  [author] 3 Jun @ 5:44pm 
Thanks! That makes more sense, but CA still calls them Norsca, which made worked for WH1, but not so much in the expanded map in WH3.
Ultragrunt777 3 Jun @ 5:26pm 
This is cool mod but most people usually call them tribesmen of the north or northmen as their race name.
Fizzle_Boom25  [author] 23 Mar @ 12:33pm 
Small update: Made it so Warriors and Forsaken benefit from technology and skills for Chaos Tribes
Fizzle_Boom25  [author] 20 Mar @ 2:28pm 
I'd have to see the mod to know for sure, but your friend should be able to add the units to individual factions using building_culture_variants and building_units_allowed. Its more effort, but makes it more compatible.
Pfleger Von Yggdrasill 20 Mar @ 2:17pm 
So if we play with ToTN, the building set will still be like wh_main_group_norsca?It's actually a little bit of shame my friend had recently made a mod that adds units to wh_main_group_norsca_steppe buildings, because ToTN removed them, it can't actually work
Fizzle_Boom25  [author] 20 Mar @ 1:46pm 
I'm not exactly sure what change you're referring to, but I can take a guess. CA classifies some factions as "wh_main_group_norsca" and some as "wh_main_group_norsca_steppe". I'm not aware of any actually differences between them in game. TotN changed them all to be "wh_main_group_norsca". My mod doesn't change how the game classifies factions (anymore) and works whether they are steppe factions or not.
Pfleger Von Yggdrasill 19 Mar @ 6:27pm 
I heard ToTN had change the building sequels of "Steppe Norsca" to be the same as normal Norsca, does this means this mod had reversed it back to the state it was?
Rincewind322 10 Mar @ 8:19pm 
I just had a great battle as the Kul against Khorne, on a map I've actually played as them on a couple times. The extra ammo was incredibly useful and let me actually properly kite the enemy perpetually. Admittedly the knights were also useful so I'm not sure how much that would apply to other steppe factions.
Totally get your point about Horse Archers, appreciate the upcoming Kislev light cavalry love lol
Fizzle_Boom25  [author] 10 Mar @ 6:26pm 
btw, let me know how viable steppe factions are with the changes. I fought a few battles and they seemed fine. Kislev is a tough matchup, but if you use marauders to waste their ammo, then your horsemen can easily pick them apart.
Fizzle_Boom25  [author] 10 Mar @ 6:22pm 
@Rincewind322 You actually can change the stat line for units for selected factions (sort of) and I already gave horsemen a big boost in ammo and charge bonus. Its based on the faction leader, so every faction led by a Marauder Chieftain gets the bonus (which is every minor faction). Norscan and Chaos tribes also get the bonus, but they can't recruit horsemen so its not very useful.

I thought about adding Kislev Horse Archers, but I decided against it. They don't fit well visually and don't really fit a niche that isn't already covered by Marauder Horsemen. I'm planning to make similar mods for almost every faction (I already did Greenskins and Wood Elves) and I'll get to Kislev eventually, so they'll have their own horse archer faction.

@Reu I added Kossars to them for now. Maybe I'll revert the change later.
Rincewind322 10 Mar @ 5:48pm 
And (very very potentially only) maybe Frenzy for mounted units in steppe tribes/the Kul? That would boost melee power considerably without having to change the stat line for the unit (if I understand things which I probably don't)
Rincewind322 10 Mar @ 5:46pm 
I think Kislev Horse Archers would be a great fit for the steppe tribe groups, it's always been a bit of a shock to me that there's a great big steppe with no mounted archers but hobgoblins
Reu 10 Mar @ 4:37pm 
Though in hindsight you can kinda easily just get those through allied recruitment instead, Bjornings are kinda really unique as is, only issue people seem to have is relations with some other order factions are tougher to do like bretonnia(which is weird because they do trade with at least one bret faction in lore)
Reu 10 Mar @ 4:33pm 
That sounds interesting, could work indeed
Fizzle_Boom25  [author] 10 Mar @ 4:30pm 
Yeah, I thinks Kislev is the only one that would match aesthetically. Maybe replace hunters with kossars?
Reu 10 Mar @ 4:14pm 
Probably the easiest idea is something from kislev, like archers and kossars, but ii you were to give them something like that then you'd probably need to even it out and replace some units or tie it to a resource building
dunno if its a good idea though
Fizzle_Boom25  [author] 10 Mar @ 4:03pm 
Did you have any units in mind? I don't know how to do camps, but I can make any existing unit recruitable from their barracks.
Reu 10 Mar @ 3:56pm 
Only thing I could really think of is more neutral stuff for Bjornling, maybe some mercs? I always thought at least one norscan tribe should have ogre style camps but it's too much work to get camps setup for me lol
Rincewind322 10 Mar @ 1:37pm 
Thanks so much, that's a really eloquent fix :)!
Fizzle_Boom25  [author] 10 Mar @ 11:56am 
Its updated now. Kul can build stables and recruit marauder horsemen, but can no longer recruit Chaos Spawn or Forsaken. If you do not have TotN installed, they have stronger marauder horsemen. If you do have TotN installed, they have vanilla horsemen, but get access to Chaos Knights thru that mod.
Fizzle_Boom25  [author] 9 Mar @ 10:43pm 
Yeah, that's a fairly easy change to do. I can even make them a hybrid faction, with chaos warriors and horsemen. I don't think I'll give them the ammo and charge bonus buff though since they seem to have a bigger emphasis on knights. I'll make the change sometime this week.

I divided everything into three categories for convenience, but each faction can easily be their own thing. I was also planning to do something unique for Skeggi by giving them cold ones or feral dinosaurs or something instead of werekin and frost dragons.

Let me know if you guys have any other ides for unique subfactions.
Rincewind322 9 Mar @ 8:35pm 
Would you consider either giving the Kul some unique means of recruiting cavalry or making them a steppe faction if TOTN is active? Their faction in that is largely cavalry oriented tho I quite understand why you would consider them more Chaos
Fizzle_Boom25  [author] 9 Mar @ 7:24pm 
It should be fully compatible with TotN now. I changed how the mod works. Every faction has the default military group now. Instead, I edited what buildings they are able to build and in the case of Chaos factions I edited what units they can recruit from barracks. The end result is about the same, but now more compatible.
✯Lunion✯ 9 Mar @ 6:38pm 
Hâte de voir ça !!!
Fizzle_Boom25  [author] 6 Mar @ 10:20pm 
It is partially compatible with TotN now. The only issue is if you have TotN, there won't be any chaos tribes from this mod. I have an idea on how to fix that, but it'll take some time.
Fizzle_Boom25  [author] 6 Mar @ 9:12am 
Yes, he still has chariots. I specifically made him a Chaos Tribe for that reason. Plus Surtha Ek doesn't sound like a very Norse name.
ConfusedHaberdasher 6 Mar @ 7:55am 
One question: does Surtha Ek lose the ability to use chariots?
Fizzle_Boom25  [author] 6 Mar @ 7:50am 
I'll look into TotN compatibility. Its a very cool looking mod that I ignored for a long time since it wasn't compatible with TOW campaign. It looks like that's changed, so I think it'll become a permanent part of my load order.
Peskyfletch 6 Mar @ 12:47am 
Echoing the TOTN comment. Mod looks good.
Rincewind322 5 Mar @ 7:29pm 
THANK YOU! I have been hoping and praying for mods representing the steppes as different from Scandinavia lol :)
Reu 5 Mar @ 3:00pm 
a compt for ToTN wouuld be neat together with this setup