Total War: WARHAMMER III

Total War: WARHAMMER III

169 ratings
[Discontinued, use other Moving Camps mod] Moving Camps and Camp Bosses
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743.755 KB
14 Jul, 2023 @ 12:54am
25 Nov, 2024 @ 3:16pm
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[Discontinued, use other Moving Camps mod] Moving Camps and Camp Bosses

Description
[Discontinued as of 12/31/2024, use [url=https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3004044714]Moving Camps[/url] ]

Taken from my larger mode, The Great Ogre-haul, this mod allows camps to move and gives them a Camp Boss lord, similar to Black Ark Admirals.

Features:
  • Camps can move like normal armies but only at 25% speed. They cannot attack, move onto water, or garrison settlements. They can reinforce other armies and settlements, and can also carry heroes and have a Winds of Magic pool that gradually fills from the main building.

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

  • They can reinforce other armies and settlements, and can also carry heroes and have a Winds of Magic pool that gradually fills from the main building.

  • Camp Bosses are unbreakable lords that also have Hold the Line! as a passive. They level twice as fast to compensate for their slow speed and inability to attack.

  • Most of their skills are shared with the generic Tyrant, but they have a unique blue line that is gated behind level 10. This blue line grants access to skills that buff the region and camp and slowly allows the camp to move at greater speeds.

  • When disbanded or defeated after unlocking Immortality, the Camp Boss will be re-recruitable, but will have lost all of his camp buildings.

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.
58 Comments
Noodliest 26 Dec, 2024 @ 4:40am 
Someone who knows how to make mods should take the mantle and recreate this mod ! For the cause.
polneck 21 Dec, 2024 @ 12:13pm 
@glospey ty, i totally missed that, i really hope he decides to keep this mod working
glospey 20 Dec, 2024 @ 9:18pm 
@polneck: You should read the comments over the last week. Specifically, the author's comment.
polneck 20 Dec, 2024 @ 9:15pm 
does this mod no longer work?
itsjrrrr 20 Dec, 2024 @ 6:32am 
Great mod, please update when you can!
WhackyRavenLand 18 Dec, 2024 @ 11:36am 
"Redeployable" is not the same as "Moving".
Please do not abandon this! I'd love to combine the ability to actually move the camps along side of redeploying them for bigger teleports!
DADDY! 18 Dec, 2024 @ 2:43am 
i agree with everyone else that the redeployable camps are nice but please keep this mod updated
Voltaire 17 Dec, 2024 @ 3:49am 
Personally I feel like this mod would be a great compliment to the new redeployable camps and Golgfag. Moving these camps around to slightly adjust for changes map changes that didnt happen under a Merc Contract, and the redeployment for your 'main camp' when you get the Contract in Cathay for example.
Noodliest 15 Dec, 2024 @ 2:06pm 
CA added moving camps? My update must not have installed that part in 6.0 !

Please finish this mod, it's so so good for Ogres. CA did NOT add moving camps the way people wanted. <3 <3
glospey 15 Dec, 2024 @ 1:50pm 
I'll continue to argue that they didn't implement "moving camps". They implemented redeployable camps. Yes, that's still a useful upgrade to the camp feature but it's not the same thing as what you've done.