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
2.546 GB
Nov 13, 2023 @ 1:18am
Apr 22 @ 12:05am
202 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 1317 settlements and loads of new factions. All factions included are unlocked and are 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, ie. they run faster, a lot faster. And multiplayer works.




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
A few things have been tried over the last year to get multiplayer working, but there's been continued reports of desyncs. So let's call it here and finally state that the map is too complex for multiplayer to work correctly.

However, the sub-campaigns are a different story. Try one of those out.

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 3.111 of the mod Here.

3.110 - 3.102 - 3.88b - 3.86 - 3.83 - 3.70 - 3.56b - 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 lots of 3d art stuff (like Dark Lands, Nurgle's Realm, Hell Pit, and plenty more. Basically anything that looks goooooood).
  • Team CAIME[github.com] for creating the CAIME tool, used to edit the hex map, generate the main pathfinding file, and a few other tasks.
  • FSFRanger for the RoC settlement prefabs. Motorway South for the Bel-Aliad settlement prefabs. Kou (Inu) for the cacti models.
  • Hkrul, Wolfremio, Mr. Archive and Gold for additional 2d art help. Kings Yakuzi for help with the start positions map.
  • Mixu for a bit of scripting and for maintaining Mixer.
  • Video in description by Colonel Damneders. It misses the MCT options, but is otherwise a great overview.
  • 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. The map is at the maximum horizontal width, so for map size, this is "it".

Feel free to write your ideas in the Handy Dandy Ideas Thread!


Popular Discussions View All (13)
1,124
Apr 29 @ 8:32am
PINNED: TOW Bug Report Thread
ChaosRobie
341
3
Apr 30 @ 5:25pm
PINNED: Post Your Ideas In This Thread
ChaosRobie
225
3
Apr 23 @ 8:47am
PINNED: Report Compatibility Issues Here
ChaosRobie
3,312 Comments
Tyronis2054 14 minutes ago 
Does anyone use this mod with SFO? I'm really enjoying SFO right now up to turn 92 on my Empire campaign, and i know as of 2 years ago it says it's compatible with this one, but curious if any recent players are using it right now perhaps? I am intrigued to do one with just SFO and Old World (plus what Old World needs as a requirement which is just Mixer I assume) as my next game, but curious to hear feedback on this.
Nexxes Apr 30 @ 12:04pm 
Not sure if you already know this but playing Gelt and conquering your first city gives you his first dilemma. In that dilemma he can "upgrade" his capital form tier 3 to t2.
Partypus  [author] Apr 30 @ 8:59am 
@Not a Weatherman, it's in the lore.

@Theós, with Mod Compatibility Tool you can remove some minor factions, it can speed up end turn. Or look at sub-campaigns, which are cutted territories from the original TOW.

@dart_veyder_1910, you can use any graphic editor for this (I use paint.net) . But for things like region borders and roads it is easier to use data from another tool for campaign map itself (you can write to DM to clarify).
dart_veyder_1910 Apr 29 @ 4:56am 
Did you draw the map using certain tools? if so, can you provide a link to these tools or indicate where to get them? I want to draw my own map for this game, but I don't know how to do it yet.
Theós Apr 28 @ 11:34am 
Hello, it's a really great mod thanks for your work!

There is any way to speed up the end turn ?

On vanilla it's just take several second, but with this huge mod it take really long!
Hadestheroth Apr 28 @ 1:26am 
@ChaosRobie

I want to confirm to you that the updated Old World Classic leads to CTD while loading the game. Thanks for providing a link for the previous version, which works!
Not a Weatherman Apr 27 @ 8:19pm 
Gotta ask why paravorn, and border prince/ brettonia factions are elector count land?
ChaosRobie  [author] Apr 27 @ 5:57am 
Classic has been updated. Use this backup if you're having problems:
https://steamcommunity.com/sharedfiles/filedetails/?id=3471495434
Partypus  [author] Apr 26 @ 10:47pm 
@DustyRing, I hope in the near future, if I have the strength and desire to do so
DustyRing Apr 26 @ 3:24pm 
Great mod, but when will Khorne's Domains be finished? The whole map looks amazing, but like I said, it's a shame only Khorne's territory looks so bad.