Total War: WARHAMMER III

Total War: WARHAMMER III

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The Great Ogre-haul
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825.256 KB
Jul 9, 2023 @ 5:54am
Mar 27 @ 3:12pm
34 Change Notes ( view )
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The Great Ogre-haul

Description
Devour, for the Ogre Kingdoms!

During the period before WH3 launch, the biggest selling point to me wasn’t daemons or defenders of order - it was the prospect of taking over the world as brutish, irreverent Ogres! But I, like many others, felt that the Kingdoms’ mechanics were a bit undercooked. With this in mind, I decided that my first race overhaul would be for the Ogres so they might properly fill their guts with struggling treats.

The Great Ogre-view:
  • Betta Campin!: Instead of being stationary, Ogre Camps move at 25% movement range by default, allowing you to reposition as the fronts move. Though they cannot attack, they now have cheaper and improved buildings and special defensive traits to make them easier to build up and harder to lose. Helping this along is…

  • Camp Bosses!: Camps now have special Camp Bosses, much like Black Ark Admirals. With Unbreakable determination, increased personal experience gain, and a specially-tailored blue line, these lords will prove a mighty boon. They even gain Immortality at 20, although they will need time to rebuild their great camp once more.

  • Delicious Meat!: Meat levels are more dynamic, with buffs and debuffs at both high and low meat. Do you want a fast but weak army supported by Gorgers, or a slow, unstoppable juggernaut of Ogres? With greater pre-battle feasts and more expensive Offerings to the Maw, you’re in control of how much Meat your armies carry.

  • Bigga Names!: While not totally reworked, many Big Names were touched up to provide more relevant benefits to their wearer and their wearer’s army, especially the ones involving defeating certain races. Also, Slaughtermasters can now choose Big Names to keep up with their Tyrant brothers.

  • Smarter Techs!: The tech tree is now structured differently with significantly more emphasis on unit buffs. Several minor techs have been merged into another and given new effects. Overall, choice should feel more meaningful instead of simply bowling through techs to rush to your next Camp slot.

  • And Maw-r: Numerous skill reworks, item overhauling, and a handful of new landmarks await, as well as several balance changes to keep the roster less bloated and introduce niches that certain units previously lacked.

Full changelog: Here! Currently does not have technology changes.

Credits:
  • Aiden, Bandit, and Gary for providing much of the feedback and also playtesting.

  • Li Dao, Hi, Blue, DribSitoop, SusaVile TW for playtesting.

  • Aexrael Dex and All is Dust for the mercenary unit script (found here[tw-modding.com]).

  • Da Modding Den[discord.com] for help with numerous issues while working with this mod.

  • Frodo[github.com] for making this possible through the Rusted PackFile Manager modding tool.

  • Creative Assembly for being open to extensive modding of their property.

DISCLAIMERS:
  • As a large overhaul mod, this mod is unlikely to play nice with other big overhauls. I can see what I can do to work around specific small mods if requested, but SFO and Radious compatibility are NOT going to happen from me.

  • This mod may make your Ogre campaigns too easy! Conversely, it may make your anti-Ogre campaigns somewhat more difficult, although I doubt it’ll be a significant difference.

KNOWN ISSUES:
  • Camps’ effects tend to get buggy while moving around with their circle of influence.

  • Disbanding camps leaves the camp slot filled while the lord is recovering for five turns.

  • Camp Bosses cannot get traits.

  • Camps reinforcing causes lag.

Possible future updates:
  • I intend as supporting this mod as long as possible for future updates.

  • Although I consider this mod by and large complete, I may go back in and tweak some systems, such as Big Names.

  • Any significant changes will come in the form of optional add-ons, if at all.

Related Mods from me:

Moving Camps
Popular Discussions View All (2)
0
May 8, 2024 @ 6:02pm
Camp building bug
Bartek
277 Comments
UnPacoSalvaje12 Apr 18 @ 3:37am 
Great mod overall! Not the first time a mod fixes/makes a faction better than the devs updates themselves. Thought i gotta agree this makes camps somewhat easier to build, maybe nerfing their build rate a bit and giving the well-fed ogres a reduced upkeep (or even hp regen). Besides this, amazing job saving us nomadic ogre fans!
Krankhar Mar 14 @ 2:13pm 
May be me or my mods, but my camps need growth surplus with that mod, and they don't have growth surplus making it impossible to build in them ^^'
loki Mar 2 @ 12:02am 
Im having the same issue without confederation. Sometimes camp bosses get regular traits when deployed, allowing them to move at 100% movement.
Havent found a fix for it. Maybe you could look into this?
Fishy Summoner Feb 8 @ 5:38am 
There seems to be some unintended interactions with this mod and Recruit Defeated Legendary Lords. When you confederate a defeated faction, the camps join you too. They're destroyed of course, but when you try and deploy more camps from a lord, you can't. For me it says I'm 9/3 camps, even though I only have one on the map. You can, however, recruit those camp bosses as you would any other lord. This does let you make more camps, only problem being that the camp I made this way had 100% movement, like a regular lord. Kinda broken, imo.
karcen Feb 3 @ 9:56am 
@nuorigubbe i do that makes sense then
Bloothtooth Feb 2 @ 10:23am 
I have a mod request, I used to use this mod

https://steamcommunity.com/sharedfiles/filedetails/?id=2864787039&searchtext=demonic

which removes demons crumbling but it hasn't been updated in ages. Is there any chance you could create your own version of this please? I want to play demon's again but I get no enjoyment out of it unfortunately due to my armies just disintegrating
voiceofreason467 Jan 29 @ 6:57am 
Is this SFO compatible?
Big Bad Wolf Jan 28 @ 9:34am 
Leadbelchers don't seem to have the weighted shot mode of fire. Intentional or a bug?
nuorigubbe Jan 28 @ 4:10am 
@karcen, do you have Recruit Defeated Legendary Lords on? I'm pretty sure it recruits Camp Bosses from defeated factions.
karcen Jan 27 @ 8:40am 
Weird bug I ran into It said I had 8 out of 2 camps but I only had 1