Total War: WARHAMMER III

Total War: WARHAMMER III

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Moving Camps
   
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703.635 KB
14. čvc. 2023 v 0.53
11. led. v 14.17
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Moving Camps

Popis
Taken from my larger mode, The Great Ogre-haul, this mod simply incorporates the ability to move camps as well as some other minor quality of life.

Features:
  • Camps can move like normal armies but only at 25% speed. This increases as you upgrade the main building.

  • They cannot attack, move onto water, or garrison settlements.

  • They can reinforce other armies and settlements.

I aimed to make this mod as close to vanilla as possible based on demand.

Known Issues:
  • When camps move, their effects don't always apply properly, e.g. nearby armies not getting the buffs of being in the circle of influence immediately. Unsure how to fix.

Credits:
  • 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.
Populární diskuze Zobrazit vše (1)
0
14. čvc. 2024 v 16.00
Camps not moving or able to change stance?
Mulbz
Počet komentářů: 32
TURKY-90 11. dub. v 13.27 
is this mode reset building camp ??
glospey 30. bře. v 18.38 
Yes
Shatilov 30. bře. v 16.58 
is this still working with the recent update to Camps ? have them able to move is still better than to dismantle and deploy them.
Chrillo 16. bře. v 8.03 
Hi Dose! Would it be possible to add this effect from your mod to this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3432366555&tscn=1742073551 ?

It uses the same Ogre camp mechanic and I have already tried useing RPFM to make the same effect from your mod but I am a novice at best and don't really know what I'm doing.

Any advice would be appreciated, thank you :steamthumbsup:
maverick91141 3. bře. v 19.32 
AI spammed literally ten camps near their capital? Very odd behavior
Dose  [autor] 11. led. v 14.19 
Alright, this new update should automatically convert "old" camps, such as the starting ones, into the new shiny moving camps.

However, a new problem of being unable to cleanly unpack camps has reared its head - which as of yet I have no idea how to fix. I'm pretty sure you can manually disband it and move it but that'll get rid of your units, so... Not great.

I've also been informed of a possible issue with repairing damaged camp structures - please inform me if this pops up in anyone's campaign. Thank you all!
SocrateQc 3. led. v 6.03 
it does work but not with the initial camp you get when you start a game. I recruited a new camp and it can move ! thanks a lot ! great mod !
SocrateQc 1. led. v 18.00 
I am sorry. Maybe there's a problem on my end, but it doesnt work. I deleted and resub twice :( I doesnt have any mods that influence ogre camp. Do you have any idea ?
Dose  [autor] 1. led. v 15.58 
I just realized I never addressed the initial 6.x update! This mod should be working for 6.x now. We ran into a few bugs, such as stances not working, meat transfer not working, and meat transfer *to starting camps* not working, but those should be ironed out now, so rapid-fire updates should stop now. Two notes:

Camps will move faster as you upgrade their main building line
Starting camps are still the original "fixed" camps and can't move, but I'll look into a fix.
Dose  [autor] 1. led. v 15.28 
Thank you for the quick feedback. I hadn't ported over the meat transfer table from the main mod so I did so now; you should be able to pack your moving camps full of meat. And the stances should also be fixed, though I was only able to get the "friendly" stance working and not the "raiding" stance for camps.