Total War: WARHAMMER III

Total War: WARHAMMER III

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The Old World Campaign
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Tags: mod
File Size
Posted
Updated
2.563 GB
Nov 13, 2023 @ 1:18am
Nov 30 @ 5:52am
151 Change Notes ( view )

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The Old World Campaign

Description
>>> THIS MOD REQUIRES MIXER! <<<

This is a completely new campaign based around the Old World, a region of the Warhammer Fantasy universe.

Description
This new campaign includes 1293 settlements and loads of new factions. All factions included are unlocked and are theoretically playable. The map features a layout with very few compromises—everything is in its rightful place, for better or worse.

Whereever possible, vanilla game mechanics have been ported and adapted to the new map's set-up.

Sub-Campaigns
These submods contain smaller, more-focused campaigns. Same map, just with less stuff.

Compatibility
For specifics, discuss among yourselves in the Compatibility Thread.

Mod Configuration Tool
If you have MCT enabled, then you can do some cool things. Decide on these settings before you begin your game.

There are options to swap-in any 'missing' vanilla playable lords. For instance, you could set Tyrion to start in Elftown or Malekith in Nagronath.

There is also a "minor faction killer" MCT option which will remove far away minor factions, setting their settlements to ruins. This will make turn times a lot quicker.

Multiplayer
Multiplayer should work. But...
  1. Double and then triple check that you and your friends all have the latest version of this mod and Mixer (and any other mods you are using I guess). Steam does not always update mods automatically, sometimes you need to help it along.
  2. Have the player with the slowest computer host.
  3. Make sure everyone's mod list contains the same mods and they are in the same order.
  4. Double check you aren't using another start_pos mod. It's not an issue for singleplayer, but it is for multiplayer.
  5. MCT may or may not be causing problems. It's probably not, but try it without if you've tried everything else.
  6. And then it's always possible I've hit some limit and the map is just too big for MP. Hopefully not.

Translations

Older Versions
I upload a back-up anytime I'm about to upload a save-game-ruining version of the mod.

You can find version 3.56b of the mod Here.

3.38e - 3.31 - 3.27 - 3.24 - 3.13 - 3.0


Start Position Map
Start Position Map with slightly better viewing quality.[imgur.com]

Credits
  • ChaosRobie for all the major work and for the entire campaign map
  • Partypus for the 2d art stuff (faction flags, maps, etc.). And some visual (like Dark Lands, Nurgle Realm and some other)
  • Team CAIME[github.com] for creating the CAIME tool, used to edit the hex map, generate the pathfinding file, and a few other tasks.
  • FSFRanger for the RoC settlement prefabs.
  • Hkrul, Wolfremio, Mr. Archive and Gold for additional 2d art help.
  • Mixu for a bit of scripting.
  • Various people on Da Modding Den discord for support, feedback, and beta testing. Curse you and thank you.

Bug Reports
Put your bug reports in the Bug Report Thread!

Future/Ideas
Things are always being worked on and improved. Expect a series of sub-campaigns in the near future. There's even a beta test, the Dark Lands Campaign [BETA].

Feel free to write your ideas in the Handy Dandy Ideas Thread!
Popular Discussions View All (5)
885
2 hours ago
PINNED: TOW Bug Report Thread
ChaosRobie
299
3
Dec 3 @ 6:23am
PINNED: Post Your Ideas In This Thread
ChaosRobie
193
3
Nov 17 @ 10:48am
PINNED: Report Compatibility Issues Here
ChaosRobie
2,763 Comments
jam10 6 hours ago 
I've come to beg that skull taker doesn't get placed next to ungrim!!
Lego Majisto 23 hours ago 
Sorry if this has been raised before, but is there a work around for Teclis and the Scroll of Hoeth, the starting armies are dark elves which represents the old quest requirement before it was changed to Tzeentch.

Also one feature I'd love to see implemented was the ability to swap out the different sub factions, I know some can be replaced through the MCT but it would be great if you could say swap different LL.
johna Dec 3 @ 10:48pm 
@Sinclair, great advice.
SINCLAIR Dec 3 @ 8:14pm 
@Quzzyrzyz get the mod that allows console commands. Disable the fog of war, find and kill the faulty faction 1 turn before the crash or on turn 1, renable fog of war, end the turn remove the mod reload and voilà !
Quzzyrzyz Dec 2 @ 4:05pm 
End turn hangs at faction #60-70 from like turn 5 on. Acts almost like the old Dark Elf Black Ark bug where AI would recruit 40 of them and then move them all by 0.1" every end turn which took a lot of time.
sarumanthecursed Dec 2 @ 1:47pm 
I would love to see ChaosRobbies’ hand at a New World Campaign, would be fascinating to see
johna Dec 2 @ 1:39pm 
@Dreadnaughty. This is already compatible with Radious.
johna Dec 2 @ 12:59pm 
@220g Protein. How is that relevant to this mod?
220g Protein Dec 2 @ 12:54pm 
Getting endless loading screens so hard that I actually have to power down my PC. sometimes it works for a while but loading back to the campaign map often bricks me
Odinsjaeger Dec 1 @ 2:11pm 
are there plans to make other parts of the world, like the new world or the far east? or perhaps, a remake of sorts of the entire IE map but with the geographic form of classic maps? I always found the vanilla map to be strange to look at with its proportions, making a lot of the nations appear like weird circle blobs such as the Empire or Cathay for example.