Total War: WARHAMMER III

Total War: WARHAMMER III

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Dark Land Warboss
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Tags: mod
File Size
Posted
Updated
28.088 MB
8 Sep, 2022 @ 7:34am
12 Jul @ 9:40am
21 Change Notes ( view )

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Dark Land Warboss

Description
Updated for 6.2

DESCRIPTION
I am quite happy to show to you my most complex mod so far in form of a custom generic lord – the ’Dark Land Warboss’. The vanilla warboss sometimes feels a bit squishy, so I wanted to implement my own version. Besides, it felt weird that Grimgor was the only warboss fighting on his own feet. Also, modding is about progress and I wanted to see if I am capable of creating a working lord mod.

The ‘Dark Land Warboss’ is a pure foot lord and a strong duellist. He is exceptionally tanky but limited regarding his movement. In the campaign he can buff his whole army with his custom skills.

This mod is already included in the Dark Land Orcs mod but will remain as a blueprint for custom lords.





FEATURES
  • completely new lord with 5 variants
  • 2 custom skill lines with all in all 10 new skills



This is my first custom lord and balancing is always a bit tough. Feel free to give your impressions and to leave constructive criticism.



WHY NOT A ‘BLACK ORC WARBOSS’?
While these Greenskins are of course Black Orcs, the ‘Black Orc Warboss’ was first introduced by Lost2Insanity and his We’z Speshul mod and I did not intend to take his spot. Also, I heavily expect CA to introduce the ‘Black Orc Warboss’ themselves in the future and it would make no sense to have two same named lord types ingame. So, instead I decided to make my own version of it with a special connection to the Dark Lands, the place where the Black Orcs originated.



COMPATIBILITY
There should be no compatibility issues.

The start of a new campaign is recommended. You can also activate the mod mid-playthrough. In that case you will see a Greenskin named ‘Grimfang’ in the recruitment pool in the next turn. Recruit him and the game will afterwards generate more lords of this type. The game won’t generate additional lords until you recruited ‘Grimfang’ when activating the mod mid-playthrough. But like with any other unit-adding mod you can’t deactivate it during a playthrough. If there is any army on the map including a mod-unit and you deactivate the mod the created ‘empty space’ will result in a CTD.

Of course, also the AI will also recruit them but a bit more seldom compared to the vanilla lords.

My mod is compatible with the Variant Selector.

SFO submod

Chinese translation
Spanish translation
Korean translation



CREDITS



OTHER MODS
You like my work? Feel free to check out my other mods.

I started modding because I wanted to implement my own ideas. But modding for Total War Warhammer is not very user-friendly and takes a lot of time. So, if you should decide that you enjoy one of my mods so much that you want to give something back I am always happy about a donation!
[www.paypal.com]
215 Comments
Fröb  [author] 17 Jul @ 4:17am 
@Sarge: Good luck! Unfortunately, I am quite busy at the moment and can't help you otherwise.
Sarge 16 Jul @ 2:16pm 
Thanks for all your help.
Fröb  [author] 16 Jul @ 2:03pm 
@Sarge: Da Modding Den [discord.gg] is the major Total War Warhammer discord and RPFM [github.com] is the major tool you need to edit DB entries.
Sarge 16 Jul @ 1:48pm 
Thanks for the info. Do you know of a discord l cab go to for help on creating mods, or a tool I can experiment with? I've modded other games before, but I'm not sure what is required for this.
Fröb  [author] 16 Jul @ 11:17am 
@Sarge: Submods only include the necessary DB entries (but no textures and no models) and only work with the main mod activated.
Sarge 16 Jul @ 11:03am 
Would you allow them to use your work as a base and give you credit?
Fröb  [author] 16 Jul @ 11:00am 
@Sarge: Sorry, but if people have such specific wishes, they need to create the necessary submods themselves.
Sarge 16 Jul @ 10:40am 
Also just a minor request if at all possible. Is it possible to get a version of this that only affects Grimgor? Though that's okay if you don't wish to do that
Sarge 16 Jul @ 10:35am 
Alright thanks for the mod and the info. Though let me know if this might change as the last major total war update comes our next year so you might be able to make the change after that happens.
Fröb  [author] 16 Jul @ 10:33am 
@Sarge: It would be possible to change this via scripts but that's not the goal of this mod and also won't be changed in the future. I try to keep the amount of scripts as low as possible, since scripts can break during game updates and could cause issues with other mods.