Total War: WARHAMMER III

Total War: WARHAMMER III

The Old World Campaign
3,345 Comments
☢GASMAN☢ May 18 @ 5:55pm 
For some reason the Campaign Map makes my GPU melt at 105 degrees celsius......meanwhile in battle ultra settings it's around 80° :sleep_seagull:
007 Agent May 18 @ 12:54pm 
Hi! Amazing job!

One of the best and most ambitious mod that I ever saw on Workshop.

Quick question. Is there a chance that you will finish west part of map? Lustria, Naggarond etc.
Captain right huevo May 17 @ 6:41pm 
Hello, everything is great so far with the map, I have noticed though that agents do not move automatically on their own as they do in normal IE at the end of the turn. Any thoughts as to why this could be happening?
Tyronis2054 May 17 @ 6:08am 
I think for my next game I'm gonna take the plunge and do all factions , so that would 480 and see how it is.

I guess i like all these settlements on the map too compared with Landmark mods it really spices up the map and such, so that doesn't bother me as much, but I also guess that's why there are other alternative maps like Old World classic and such.

My only wish, was that it at least Tyrion's lands :( I know I can swap him in, but it doesn't feel the same without his lands heh.
Tyronis2054 May 17 @ 6:07am 
Regarding Turn times... At least for me it doesn't feel that long at all. My current game is 135 turns in as the Dwarves with Thorgrim, and I just timed my end turn right now and it took 2 minutes and 40 seconds with 145 factions left on the map, Is that really that long for most people who play WH3? for me it doesn't feel like it, I guess because I'm always curious on what the AI does with their moves, especially my allies fighting near factions I'm at war with and all, that seeing a turn time like that doesn't bother me.

There also some tweaks you can do , like if you have a super big ally not near any of the factions declaring war, Nuln or Empire come to mind, turn off their lord movements pan for the camera and also heroes. Usually I have Heroes off for all factions no matter what as I don't need to see where Heroes are moving and such. This game was with a 40% cull to minor factions so I started with 340 factions btw.
Dragon32 May 17 @ 2:03am 
@Soene
Removing settlements from the map would mean editing the map and creating a whole new mod; AFAIK it's not something that could be done by console command or via script and a MCT option.
Soene May 16 @ 9:43pm 
@Partypus I mean is there any way to remove them from me personaly. I already play the classic campaign, but i want less settlement and more space between the towns. In longterm that would give them more strategic meaning und you have to travel through the actual landscape.
Axios2002 May 16 @ 9:25am 
Is it very noticeable if you turn on the kill distant minor factions thingy? What turns me off the most from this mod are the horrible end turn times with the amount of turns that go without fighting due to the size of the map, but I don't wanna play the cut down campaings.
luke.sluszniak May 16 @ 4:17am 
Your map is very poor compared to the original map - it lacks small details, houses, towns, mines, animals, etc. Can't you implement these elements from the original map?
Partypus  [author] May 16 @ 4:15am 
@Soene, read the description
Soene May 16 @ 4:11am 
Is there any way to remove/ delete settlements from the map? In my Opinion the Map is awesome in detail and size but there are to much settlements for the game- mechanics and flow.
Argyraspides May 15 @ 5:23am 
I'd really like to be able to conquer the Chaos Gods' domains while playing as a non-chaos faction. Is there any way I can enable this, even if it means going and playing around in the pack files somehow? Usually I wind up vassalizing one faction of each god, and giving the regions to them, but... it just doesn't feel the same, you know? I want to be able to bend Khorne over and spank him like I'm Slaanesh. That seems like a good time, lol.
Dragon32 May 14 @ 2:56pm 
@TankNSpanks
These submods contain "smaller", more-focused campaigns. Same map, just with less stuff, ie. they run faster, a lot faster. And multiplayer works.
What's not clear? Either from that or the linked Workshop pages?
TankNSpanks May 14 @ 2:19pm 
What’s the difference between the old world campaign and the sub mod old world classic?
Tyronis2054 May 14 @ 1:39pm 
@Utilorati - ya that's normal, no Tyrion either because his territories are not in the Old World Map, I believe you can use MCT and replace an existing lord with those lords instead, but you'll be on whatever territory the lord you replace with had.

My hope is one day a New World Map is considered in the same vein so we can get those awesome High Elves territories heh.
Tyronis2054 May 14 @ 12:42pm 
Is OWC compatible with OVN Lost Worlds? the OVN main page was pretty vague on that and kind of said "Use at your own risk" not sure if anyone has tried both before, with SFO too perhaps which I know works with OWC.
Utilorati May 14 @ 11:21am 
Hello, i'm sorry maybe the question have been already ask but, does it normal if we don't have all the Legendary lords? As Mazdamundi or Elariel for the high Elves?
Thanks
totalwarwarhame13 May 13 @ 7:51am 
Playing as Malakai, his adventure mission is bugged and can't be completed. The objective counts bugged out like this
%n/5" in stead of "0/5"
ahrixnidalee May 12 @ 7:51pm 
Can Miao/Zhao get better climate habitability? I get it's not the main focus but just something as simple as being able to expand into the chaos wastes or Zhar Nagrund that would make it a lot more playable. It's kinda weird to ignore the victory conditions and just go south into mountains for green climate.
Gravenwitch May 12 @ 5:23pm 
This mod fixes 99% of the issues I have with WH3, thank you for taking the time and effort to make it!

On the full and classic maps there is a side effect of the minor faction removal system, it removes virtually all of Athel Loren's elves which leads Orion and Durthu to immediately become top 1/2 with ~7 trees each. Its far more serious for factions that start away from athel loren, I specifically notice it as sisters of twilight. Would it be possible to restrict the minor faction removal when it comes to Athel Loren specifically?
jack.marcotte May 11 @ 9:27am 
Is there a way to fix the starting location for the World Walkers Norsca faction? Just find it odd that they are in the south.
Tyronis2054 May 10 @ 9:55am 
So now that I have had almost 2 campaign runs with this (about a 70-75 turn Bretonnia run) and currently on a 74 turn run with the Thorgrim and his dwarves, I have to say a FANTASTIC mod and paired with SFO it really shines too!.. I don't know how I can play vanilla IE anymore now, well done.

Curious, any plans to somehow add Tyrion's lands of the High Elf faction into the mod? I know I can add him in through MCT and replace an existing high elf lord, but I would like his own lands to come with it. Or is that perhaps another map in the works with the New World that has most of the High Elves? As I'm not sure how much further this map can be expanded upon here. Also, i know there's landmark mods that can be added in, but have you considered adding your own landmarks to the newer settlements you have added if they fit within the lore? or is that outside of the scope of the mod.

In any case as I said before keep up the fantastic work!
~|Ãsgãrd|~ May 8 @ 11:02am 
I cant wait for New World! amazing mod
Tyronis2054 May 8 @ 5:49am 
Hi not sure how big of a deal this is, I started a Dwarf campaign now and realized the trade buildings in minor settlements like the Gems and Marble have a level 4 selection for that building, but since it's in a minor settlement that can't be build. This wasn't the case in my last game as Bretonnia which have just up to level 3 for the trade items except Ports in minor settlements which also had a level 5 selection, but of course couldn't be built. I assume maybe this is intentional in case the trade resource happens to be on a major settlement? I use only SFO, OWC, Mixer, MCT, Legends of Landmark and the SFO sub mod for LoL.
Aranea May 6 @ 11:32am 
really if you just switched to a hidden lair it would already make it a lot better
Aranea May 6 @ 11:31am 
Hi, i would like to suggest changing a bit the initial building configurations for sniktch, maybe his capital starting at tier 2 or with a growth building, just anything other than a barracks that i can't recruit units from early because of the increased costs he suffers from. That's about it
sweetnerevar May 5 @ 5:02am 
Would it make sense to rename the main settlements in big city provinces like Altdorf and Marienburg to Altdorf and Marienburg respectively instead of "South Bank" and whatever the northern part of Marienburg is called? I appreciate the lore accuracy and the fact that the provinces' names still indicate that it's all part of big city but it really bothers me (I'm sure, I am not alone in this) that there is no actual Altdorf etc. on the map. It gets increasingly hilarious/confusing if you are interacting with this without an actual vision over the city in question: I remember the first time I tried to send a caravan after installing the mod I got very confused to find no Altorf but some "South Bank" as at the time I had no idea it was part of Altdorf. You get the idea. You can even go for "Altdorf - South Bank" or "The South Bank of Altdorf" as any indication of what it actually is would be welcome.
MetallGecko May 4 @ 12:01pm 
The Cult of Sotek Spawn is pure Pain on the classik map.
DubDubDuTerTer May 4 @ 5:34am 
The game crash on the loading screen when i start a new campaign. Any tips ?
Cladeuh May 3 @ 7:35am 
End game crisis (invasions) not triggered with old world classic? Worked in one campaign with kislev (skaven invasion), but not in my campaign with Reikland (orks) or with wissenland (vampires, orks and skavens).
Set between turn 30 and 40, and nothing happens...

Bug or did I miss something?!
Horus[SonsOfHorus] May 3 @ 3:42am 
hello! I ran into such a problem that I play for the dwarves, and I pass the turn when one of the far northern minor faction tries to capture a settlement, the game crashes. I wanted to disable the region via the console in principle. but when you click on the settlement of the region, there is a departure. is there any way to save the campaign?
Tyronis2054 May 2 @ 4:27pm 
ok thanks!, see I asked this same question on the SFO discord and some say while it does work fine you may encounter issues regarding factions who have region specific tech, so now the map is all different, so was worried about stuff like that I think happening when playing both mods together.. I still think I may take the plunge on this at some point this weekend because this mod with SFO just seems to go to pass up on. (a little late to the party here of course lol). But if anyone has more feedback on this please share!
dolbaeb)))) May 2 @ 12:23pm 
@Tyronis2054 works perfectly fine
Tyronis2054 May 2 @ 11:06am 
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.
Kettar Apr 26 @ 10:49am 
Classic campaign update any time soon? I know, you told it would be updated next day after main mod but still...
〤Aquila Apr 26 @ 4:40am 
having an overall map is cool but everything is so cramped in vanilla. also why should i try to invade the southern chaoswastes as bretonnia. this is literally uninhabitable land that maybe gives some spice in battle but also doesnt feel immersive. taking time to capture my provinces is where the real spice lays. extending the nice early and mid game
〤Aquila Apr 26 @ 4:37am 
great! any chance u also make a campaign for the eastern parts of the map beyond dark lands?
a Cathay, northern steppes, Ind Khuresh and nippon map would be sick as hell for any cathay faction. For example since old world dropped im only being able to play empire on that map. immortal empires and the arcadey system behind it feel so boring compared to this.
miluus Apr 25 @ 4:12am 
Мародёр -> the best way is to copy used version of Old World mod to Wh3/data folder and use it in mod configuration
Мародёр Apr 24 @ 1:33am 
The problem with saves crashing when updating the mod spoils the overall impression.
Boshty Apr 23 @ 7:24pm 
classic isnt working atm
CPUNPL Apr 23 @ 4:29pm 
can you get the rest of lizardmen legendary lards thru a quest or no