Total War: WARHAMMER

Total War: WARHAMMER

GCCM: Greenskin Settlements
74 Comments
Maruka  [author] 18 Oct, 2017 @ 11:34am 
It'd on the to do list, but not a priority at the moment
DK44 18 Oct, 2017 @ 9:24am 
Hey guys at first TY for this amazing mod.. i want to ask if u maybe will create a Black Crag Siege map in near future?? TY
Maruka  [author] 11 Sep, 2017 @ 11:49pm 
Some of the minor settlements use placeholder maps.
fartsballs 11 Sep, 2017 @ 9:00pm 
Barag Dawazbag also uses squighorn?? how many use the same map?
fartsballs 11 Sep, 2017 @ 8:56pm 
Why does Iron Rock use Mount Squighorn? That doesnt make sense at all.
Wüstenratte 11 Sep, 2017 @ 11:24am 
This was campaign battle against ai with 2 ai reinforcement.
The water is also buggy. Hanging in the air.
Maruka  [author] 10 Sep, 2017 @ 6:10am 
Some screenshots would be very helpful in fixing these issues!
Wüstenratte 10 Sep, 2017 @ 6:08am 
Stonemine Tower map have bugs. Reinforcement from enemy spawned in water and can't move!
flupo42 4 Sep, 2017 @ 8:40am 
I don't know if it's better to leave feedback in the main page or the specific pages for the individual sub mods. But figure these kind of design issues apply to all maps and should be considered everywhere.

So - Mount Squighorn (Greenskins):

Major Annoyance - positioning 'holes' all over the map where troops can't be placed because one tree or rock is in the way. Given how stiflingly small the map is, fighting a battle with 2 stacks vs 2 stacks there becomes a nightmare of micro.

There is a stream running through the map which falsely indicates that it's impassible on mouseover UI when placing troops.

Minor annoyance: Attacker reinforcements come into the map from south east half, with default targeting almost to the barricades of the settlement in the perfect 'slaughter us' position for the defenders

Maruka  [author] 2 Sep, 2017 @ 7:48am 
@Lothario Thanks for the feedback, I'll pass it along. The Walled Dwarf Settlement (gorkified) has been reworked already, that version will be in a future update.
Breach 2 Sep, 2017 @ 7:08am 
Crooked fang fort - there appear to be line of sight issues when defending (can't comment about attacking, not done it enough to be able to confirm either way); so if you try set your missile units to attack a unit, they appear to regularly be obstructed or end up walking into melee more or less attempting to shoot.

There may be more but I can't think of others off the top of my head, will provide further examples if/when I come across others.

I've no knowledge surrounding modding in TW so I'm not sure as to the limitations of what you are able to do/not do, but did feel it best to mention the issues - good luck with the modding, and what you have done so far is massively appreciated given the underwhelming nature of numerous vanilla maps!
Breach 2 Sep, 2017 @ 7:08am 
OK, will go through ones I have identified so far:

Karak Azul (dwarf version) - extreme pathing and line of sight issues when attacking; any artillery has to get within ~150-200 range to actually be able to shoot towers, presumably due to the raised land sections. Also issues with movement within a lot of the areas of the base itself.

Walled Dwarf Settlement (gorkified) - there appear to be pathing issues moving between the various walkways within the settlement, also some of the buildings appear to be... see-through, as artillery are able to fire through them, with occasional sighting of units on occasions where they should remain hidden.
Maruka  [author] 1 Sep, 2017 @ 2:36pm 
@Lothario It will be difficult to fix this without knowing which maps you're talking about.
Breach 1 Sep, 2017 @ 12:35pm 
I think it's worth noting that there are literally severe pathing issues with numerous maps in the greenskins map mod; a lot of these are actually game-breaking as you find your units practicing synchronised dancing while trying to move them about the map, given how they start circling in on themselves and spinning around rather than simply moving in a straight line.

Personally, I feel that these do need looking at quite urgently before releasing further maps; the maps are amazing to look at but they're particularly unenjoyable to play when you find yourself on the losing end of battles due to bugs.
rat 20 Aug, 2017 @ 8:06am 
Trying to figure out why it kept crashing

realised I downloaded everthing except the main mod


:steamfacepalm:
3dahs 25 Jul, 2017 @ 8:02pm 
@Maruka-- Actually, I just looked at all the maps here and it looks like its using the Mt squighorn map. Kinda doesn't make sense there.
3dahs 25 Jul, 2017 @ 7:56pm 
@maruka Iron Rock has green trees and grass and very bad pathing issues. Is it suppose to be high in the mountains?
SnayerX 22 Jul, 2017 @ 6:20am 
Ok. I tested it. My game is not crashing, but I won't get e.g. the Karak-az-Karak map if I use a mod which renames the factions. :( Now I need to decide which mod is more important for me.
Maruka  [author] 21 Jul, 2017 @ 4:10pm 
Faction unlockers can cause issues, but they should not cause crashes. Either way, black Crag is disabled for now because the map doesn't have walls, and we're now only including major settlement maps if they do have walls.
SnayerX 21 Jul, 2017 @ 3:46pm 
@Dave "Massive Balls" Mylex: Are you sure about this? I would like an author to clarify this. As far as I know this isn't mentioned in description of the mod.
This is my first campaign and I got the feeling, that there are to many "plain maps" in the ork territorry.
I use a mod which makes the faction names more coherent like turning Empire to Reikland.
Maruka  [author] 21 Jul, 2017 @ 3:09pm 
They shouldn't have woods & green grass. Could you let us know which settlements had this?
3dahs 17 Jul, 2017 @ 5:08pm 
I dont know much of Warhammer lore but why do a lot of the orc settlements have woods and green grass? Shouldnt it be barren land?
Mylex 16 Jul, 2017 @ 3:40am 
@Scoopz do the faction unlockers change faction names? IIRC this mod uses the faction name to tell the game what map to load, so changing (for example) Empire to Reikland would create a problem
The Greg Machine 8 Jul, 2017 @ 11:44pm 
@CorndogSupreme & @Maruka, turned the mod off earlier--seige of black crag worked again. I'll try resubbing at some point. As far as other mods though? A lot. Though none that should interact with GCCM. Mostly Steel Faith and related submods and patches. Some faction unlockers.
Corndog 8 Jul, 2017 @ 2:27pm 
@Scoopz Had the same problem, turned the mod off and it worked fine. Not using any mods other than GCCM.
Maruka  [author] 8 Jul, 2017 @ 1:14am 
You could try resubscribing to GCCM. Which other mods are you using?
The Greg Machine 7 Jul, 2017 @ 6:53pm 
Not sure if this is a problem with GCCM, but in several different Dwarf campaigns with several different mod lists (all including GCCM) I can't siege Black Crag. Just a crash to desktop when I tell an army to siege Black Crag, this crash occurs before I even get to the auto-resolve balance of power screen. Any thoughts on this? Could is be GCCM?
Wüstenratte 7 Jul, 2017 @ 11:36am 
Great! Looking forward to play now!

Thanks. Awesome mods.
Maruka  [author] 5 Jul, 2017 @ 2:35pm 
@Wustenratte This should no longer be the case with the latest updates (from today)!
Wüstenratte 5 Jul, 2017 @ 11:27am 
This are very nice mods!

Some of the maps are far to big. On one of them (dwarf city) we searched 15 minutes the enemy. This should be fix to smaller areas.
Maruka  [author] 5 Jul, 2017 @ 1:27am 
Walls are back! All greenskin (and dwarf) settlements now have walls on the campaign map, though not all of these settlements have custom maps yet.
Maruka  [author] 26 Jun, 2017 @ 1:45pm 
@RAMADAN DONT KILL PLZ, EZ As it says on the main mod page, walls have been disabled for Dwarfs & Greenskins to prevent issues with siege equipment. This will likely be changed back soon, as more walled settlements are becoming available.
Le Roy Soleil 26 Jun, 2017 @ 7:23am 
Well i dont have renames factions and it still load unwalled settlements everytime i try to defend ( i'm playing as the crooked moon), which make it almost impossible
Maruka  [author] 27 May, 2017 @ 12:52pm 
Ah yes, if it changes the actual names of the factions in the code then it would conflict, because we need to use those in order to assign the right map to the right location for the right race.
rybakrybak 27 May, 2017 @ 12:28pm 
I found the culprit. Renames - Deeper Faction Names (Short Version) changes the names of culture groups and it somehow messes with the way in which your settlement mod determines how to project an appropriate map.
Maruka  [author] 26 May, 2017 @ 12:38pm 
No that shouldn't be an issue, we don't touch the startpos. Do other settlements work, Nuln for example?
rybakrybak 26 May, 2017 @ 11:53am 
Yeah, and for some time now. But I don't recall any having any conflicts up to now, when I subscribed to Legendary Lords Remastered, Starting Traits Remastered, Sleepy's Southern Hordes, Cataph's Magic: Closer to Lore and Grand Campaign Capital Fix. That's quite a lot, I know, but I'm not sure how any of these can conflict with a settlement overhaul. That last one does some magic with start positions, some I guess this might cause some friction?
Maruka  [author] 26 May, 2017 @ 10:35am 
@rybarybak That's very strange. Are you using any other mods?
rybakrybak 26 May, 2017 @ 10:08am 
I'm having a weird issue while attacking the settlements held by the Crooked Moon (the standard Grey Mountains powerbase). All of them, even Karak Norn with tier III walls, load as a generic unwalled battlefield. Is that a bug on my part, or has a recent update somehow broken the mod? The same thing happened while attacking Grentzstadt held by the Border Princes.
Maruka  [author] 25 May, 2017 @ 11:12am 
@Rsndkm This is explained on the main mod page. Download the legacy version if you don't want this.
Random 25 May, 2017 @ 10:54am 
Settlment Galbaraz in the badlands which is a major settlment has no walls, this is including the updrade to improve the walls that the AI has. The settlement is held by the dwarves.
Vacloud 11 May, 2017 @ 12:46pm 
Around Black Crag area if I get into battle I get a jungle bretonia type battlefield.. is that supposed to happen?
RoWar 28 Apr, 2017 @ 4:02pm 
The starting faction - I supoose it's those mutinous gits.
Maruka  [author] 28 Apr, 2017 @ 3:17pm 
@SmarteMarte Who held the settlement?
SmarteMarte 28 Apr, 2017 @ 3:11pm 
the battle at iron rock, the pathing is rather bad to the right hand side of the map and you can't move over the field :)
RoWar 27 Apr, 2017 @ 3:47pm 
Karak Eight Peaks doesn't work for me either.
Karl 25 Apr, 2017 @ 1:16pm 
Is Karak Eight Peaks not working in the campaign for anyone else?
Smoods 23 Apr, 2017 @ 8:13pm 
Im using the radious and conquer anywhere mods. Do those stop the maps from appearing because when I started a campaign I can't seem to find any?
Maruka  [author] 16 Apr, 2017 @ 4:52pm 
@Papa Rabbi @UseyourBrain @dribs101 @MobyD Have you tried deleting the pack from your data folder? And then restarting steam and resubscribing to this mod? It's called campaign_mappack_0.pack in the data folder!
dribs101 16 Apr, 2017 @ 4:47pm 
@MobyD I have the same issue.