Total War: WARHAMMER III

Total War: WARHAMMER III

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Dogs of War
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Tags: mod
File Size
Posted
Updated
1.612 MB
Jan 4 @ 12:54am
Jun 17 @ 12:39pm
10 Change Notes ( view )

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Dogs of War

Description
Originally posted by Recruiter to a young labourer:
"Dogs of War”, they call us — “mercenaries”, like it’s something bad. But I tell yer it’s the way to live like a duke. Regular pay and food, chances for loot, and seein’ the sights in every new town you come to. Of course, sometimes you have to burn them to the ground, but that’s just business."



>>>Empire & Kislev Only For Now<<<

What does it do ?

Looking at the latest DLC and Regiments of Renown being spread between several (great) mods, this mod is a Dogs of War mechanic linking them all via an Ogre Camp style system :
  • You will start with DoW Regiments of Renown locked in your RoR pool
  • From turn 15 you will have a percentage of chance to spawn a camp by raiding or fighting battles
  • Moving a lord to the camp, you'll have to chose between 3 random RoR to hire, or leave
  • That RoR will then be avaiblable in your faction RoR pool
  • You'll have chance to spawn a new camp after 5 turns

Right now the mechanic is only available for the Empire culture, and will be tuned for each culture as stated in the 5th Edition army book.

For now this mod adds the following Dogs of War from the required mods :

> You need to sub to those mods to get those units

More implementations to come with Cataph TEB and the Empire, and a few missing units.

MODDERS How to add your own units

You can add your own units to the system using those functions in your script :
Murranji_DOG_ROR_Camp.mod_units["unit_key"] = {"unit_key", "mod_title"} table.insert(Murranji_DOG_ROR_Camp.mod_checks, {key = "script_name", name = "mod_title"})

Adding new entries to both, then the game will automatically update it and run the check as if it exists in the script from the start.

Script part by Murranji.

As always, thanks to our small community on Discord that does not stop feeding crazy ideas to make and improve mods.

If you want to share your ideas, lore discussions or just see what we are up to, join us on Discord [discord.gg].

[discord.gg]

Everything I do is for my own use and for the community, but if you want to support my work, you can still buy me a beer via my Patreon[www.patreon.com] :)

[www.patreon.com]
114 Comments
Xoudad  [author] Jun 10 @ 11:34am 
Sounds like you’re playing The Old World ?
moussamiel Jun 10 @ 8:58am 
I added cataph TEB and mixu unlocker and seems to work fine actuallly.
I guess there might be a bug when the units selected are not available ?
if this is true i should add the Araby mod too.
moussamiel Jun 10 @ 8:45am 
Hello, thanks for the mod, it seems to have some issue.
the event spawn at turn 4 and not after 15
however when i send my army to the blue light it just disappear.
This is only mod installed in this test.
Xoudad  [author] Jun 1 @ 6:26am 
It won’t, AI don’t have events
hamletsdead May 29 @ 10:35am 
Will the AI Empire hire these mercenaries if I'm doing a run as a different faction?
( ͡° ͜ʖ ͡°) May 10 @ 7:40pm 
lmao
Xoudad  [author] May 10 @ 3:47pm 
...
Virtuous May 10 @ 1:23pm 
playing IEE, with too many mods to list here, so i know this wont be of much help, also dont have all of the requiered mods installed, sorry i was just frustrated
Xoudad  [author] May 10 @ 5:12am 
Playing TOW campaign ?
Virtuous May 10 @ 4:46am 
Camp spawned turn 5, step on it and it dissapeared without anything happening