Total War: WARHAMMER III

Total War: WARHAMMER III

Dwarven Holds: Dwarf Subfactions
28 Comments
Fizzle_Boom25  [author] 5 Jun @ 6:30pm 
Thank you! I'll look into doing an AIO when I get through all of my planned factions. I'm somewhat reluctant to do an AIO because I have a long list of things I want to add to all of my existing mods and I don't want to have to update them twice. But if I can come up with a good workflow where I can import one mod into the all-in-one mod and it would overwrite the old version, I'll do it.
OHM 5 Jun @ 5:26pm 
Hi, intrigued by your mods. Would you kindly consider an AIO mod for all the Subfactions, please? I have nearly 500 mods, and its getting hard to keep track of them all.
PaPa' SamBuBu 5 May @ 6:52pm 
ive never even heard of that and cant find anything when i look it up lol great mod btw
Fizzle_Boom25  [author] 5 May @ 7:37am 
I don’t know. Someone suggested an ultra conservative faction, but I ended up doing expeditions instead.
PaPa' SamBuBu 4 May @ 10:40pm 
im sorry what is a ultra conservative?
Fizzle_Boom25  [author] 15 Apr @ 6:58am 
Kislev most likely. I started Kislev and Vampire Counts, but I’m not sure what to do with the raise dead mechanic, so Vampires will need some more time.

I’m going to wait for the DLC to do elves and demons, so it’ll be Lizardmen and Cathay after that.
eduacicab70 15 Apr @ 1:51am 
which race is coming next? Also, peak modder.
Fizzle_Boom25  [author] 12 Apr @ 11:21pm 
Added Malakai as an Innovation sub-faction, Thorek as a Tradition sub-faction and Grombrindal as an Expedition sub-faction. Also tweaked the bonuses for Tradition and Innovation.

No more immediate plans now, moving on to the next mod.
Fizzle_Boom25  [author] 11 Apr @ 3:21pm 
New update for Spine of Sotek Dwarfs (poison attacks, cold ones, and bastiladons) and Clan Helhein (can recruit Warriors of Dragonfire Pass from any tier 3 settlement). Next up, something for the Chained of Zharr and I want to rework the bonuses for Tradition and Innovation factions.
Rincewind322 11 Apr @ 2:14am 
Awesome.
Fizzle_Boom25  [author] 10 Apr @ 6:25pm 
Added expedition factions. I still need to add some buffs, but all factions should have their correct buildings and units.
Fizzle_Boom25  [author] 10 Apr @ 7:52am 
I just read thru the SFO changes, and it should generally be fine. The only potential issue I see is I removed tier 3 from the barracks for innovation factions and they added a tier 4. Hopefully, tier 4 is also locked for them and they aren’t able to skip a tier. I see they added some techs locked by buildings, but if it works like Skaven, the lock automatically moves to the highest level you can build, so that should be fine. Let me know if you come across any issues
davidmolloy13 10 Apr @ 4:00am 
Do you think this would work with SFO?
davidmolloy13 10 Apr @ 3:23am 
Love the sound of this!
Rincewind322 10 Apr @ 1:59am 
Nice! I look forward to all of it :)
Chen2014 10 Apr @ 1:19am 
Great!hope the vampires and lizardman:steamthumbsup:
Fizzle_Boom25  [author] 9 Apr @ 9:59pm 
I need to do a playthrough of ironbrow and the white dwarf to see what works for them. Oh and I think Clan Barruk can have ogre mercenaries
Fizzle_Boom25  [author] 9 Apr @ 9:57pm 
I think I’ll keep the Sotek Dwarfs as traditionalists, since I’m pretty sure they’re supposed to be a long lost hold and not an expedition. But I’ll take another look at them along with the slaves of Zharr. I think they should both have limited access to elite units
Fizzle_Boom25  [author] 9 Apr @ 9:54pm 
Greybeards prospectors can have a mix of brettonian and empire mercenaries. Bugmans brewery can have some empire mercenaries, too.
Fizzle_Boom25  [author] 9 Apr @ 9:52pm 
Karak Azorn is the one from the mountains of mourn. I’m not sure whether they should have ogre mercenaries or not. Ogres destroyed the original Karak Azorn, so I imagine they would hold a grudge, but ogres are willing to fight other ogres, so maybe it still works.
Fizzle_Boom25  [author] 9 Apr @ 9:50pm 
I like it! There’s a lot of potential
Rincewind322 9 Apr @ 9:19pm 
Also local auxiliaries (like the Warriors of Chaos units you added to Norsca) depending on region would be awesome and would definitely make sense considering dwarfs have small populations.
For auxiliary units, I think Pistoleers, Knights Errant, Free Company Militia and Maneaters (and really any ogres) would make sense, and Greatswords would thematically make perfect sense as Landknechts and could be good if Expeditionary forces don't have access to Hammerers.
Rincewind322 9 Apr @ 9:05pm 
Maybe an Expeditionary focus for certain factions? I'm thinking particularly of White Dwarf, Spine of Sotek Dwarfs, Greybeard's Prospectors, Ironbrow's Expedition and whichever Karak is in the Mountains of Mourn, which has to have been resettled by western Dwarfs comparatively recently.
They could potentially focus on Rangers, Miners, Warriors and Longbeards with limited access to advanced units, and maybe with cheaper Slayers to represent Dwarfs flocking to the frontlines to die in battles?
Fizzle_Boom25  [author] 9 Apr @ 8:09pm 
I would, do you any ideas? Which factions should be pirates or ultra conservative?
RuDo 9 Apr @ 7:20pm 
Would you consider adding pirates and ultraconservatives?
Rincewind322 9 Apr @ 5:55pm 
Kislev steppe oriented factions with super boosted Horse Archers are my like one great desire lol
Fizzle_Boom25  [author] 9 Apr @ 2:19pm 
Thanks! Next up is Kislev I think. I got stuck on Vampire Counts with the Raise Dead mechanic.
Rincewind322 9 Apr @ 1:49pm 
Nice!