Total War: WARHAMMER III

Total War: WARHAMMER III

The Great Ogre-haul
299 Comments
Oz 28 Jul @ 12:15pm 
I moved some mods around and toggled some off. Looks like the Weighted Shot deployed properly. So there is a conflict somewhere, it's just a matter of what's causing it.
Oz 27 Jul @ 9:30pm 
I've been trying to think on it, and maybe it the "Removed Leadbelcher ammo, range, and reload speed from Stolen Black Powder" might have something to do with it? Cause the tech does only display that the Ironblaster is affected by it.
Oz 27 Jul @ 8:07pm 
Well I'm having problems with the Leadbelcher mortar ammo research again. It isn't deploying and updating the unit with the new ammo type. I had it working last time I played, but I don't know what I did different. Only other mods I have that really touch Ogres are Singe's units and Decky's Tech Tree, but neither should really mess with the Ogre-Haul implementations. I also tried changing up the load order, but no luck with that.
is it normal for camp bosses lvl up to 5 at turn 4?
The Coolest Cat 7 Jul @ 4:57am 
I'm having a little problem where the AI will get fricken loads of camps and huddle them all up together making them nearly impossible to crack open.
Multisyllabic 30 Jun @ 3:18pm 
Thank you for the update, Dose! Your dedication is very much appreciated. I hope the IRL stuff gets better for you :reheart:
Krakenous 30 Jun @ 4:42am 
Also...are camps still supposed to be able to raid? The camp bosses still have skill lines that say "raiding" but they can't...raid...they only have the - stance or the "encamp" stance, nothing else. Is that correct or am I missing something?
Krakenous 29 Jun @ 10:11am 
I really like this! Although...I'm having some skill tree conflicts I think, I can't get the new skills for the camp bosses to display properly. I do use chop shops mods for additional skills and also might of the maw mod so, wondering if load order would help or I guess I'd need a submod
bless
Dose  [author] 28 Jun @ 7:46pm 
looked into it and the weirdness of the Hunter sitting on the stonehorn in campaign map is vanilla, but I hopefully fixed him being clipped into the ground in-battle.
correction hunter model when using stonehorn mount is messed up sorry for wrong info
bless
REITERPALLASCH 28 Jun @ 4:41pm 
Thanks man
Dose  [author] 28 Jun @ 4:03pm 
Alright, I HOPE I've fixed several issues that have been plaguing people and toned down a few things in balance:

Re-added dynamic meat levels, adjusting the ranges and buffs provided by meat
Removed Leadbelcher ammo, range, and reload speed from Stolen Black Powder
Removed Maneater and Irongut charge bonus from Ridin' Stick
Added Dismember, Massacre, and Meat Feast to the Whetstones, Tribal Tribute, and Finder's Fee techs respectively
Nerfed some ancillaries (Skull Plucker, Siegebreaker, Mastodon Armour, Bullgut) to adjust for new ancillary changes
Sceptre of Titans economy buffs reduced to vanilla but now grants 10% additional WS for extra krumping
Adjusted skills so camp tyrants should only get the Camp Boss trait (which is what reduces their movement innately)
HOPEFULLY fixed the weirdness of agent caps while off-the-map
HOPEFULLY prevented the AI from recruiting Camp Bosses normally and spamming the map with them
Dose  [author] 28 Jun @ 12:28am 
Sorry, real life has been rough. Update coming this weekend. To address concerns:

Will look into Ogre camp movement, but it's supposed to be fairly lethargic at low levels.
Will be reintroducing dynamic meat levels. Hopefully won't break.
Have not been able to replicate Leadbelcher tech issue.
Have to check on Hunter model, but there shouldn't be any conflicts?
No idea about multiplayer sync.
Haven't been able to replicate lords counting against camp count yet. Will check.
Cannot replicate growth point requirement.
Will look into camp boss traits, faulty recruitment, and confederation.
Will look into AI spamming camps.
Big Bad Wolf 25 Jun @ 1:18am 
Hey @Dose, Definitely need an update. Still prefer your mod to CA's in a lot of ways. Hopefully it works well with SCM's new Ogre mod (which is kinda busted atm). Also is it some bug in my game, but ogre camps can have some really insane movement ranges?
REITERPALLASCH 18 Jun @ 10:05am 
The buffs/debuffs for meat levels aren't changing at all. Needs an update
Oz 16 Jun @ 8:14pm 
Been a minute since I've played but it looks like the Leadbelcher tech for Weighted Shot isn't deploying properly again.
hunter model is messed up when using this mod
Code 4 Jun @ 9:44pm 
The amount of puns in this is insane, congrats.
senf71 27 May @ 12:50pm 
Is this stable in Multiplayer? Is it known to cause Desyncs?
Thunderclapsasquatch 12 May @ 12:09pm 
mod is borked, regular lords count against your camp count
UnPacoSalvaje12 18 Apr @ 3:37am 
Great mod overall! Not the first time a mod fixes/makes a faction better than the devs updates themselves. Thought i gotta agree this makes camps somewhat easier to build, maybe nerfing their build rate a bit and giving the well-fed ogres a reduced upkeep (or even hp regen). Besides this, amazing job saving us nomadic ogre fans!
Krankhar 14 Mar @ 2:13pm 
May be me or my mods, but my camps need growth surplus with that mod, and they don't have growth surplus making it impossible to build in them ^^'
loki 2 Mar @ 12:02am 
Im having the same issue without confederation. Sometimes camp bosses get regular traits when deployed, allowing them to move at 100% movement.
Havent found a fix for it. Maybe you could look into this?
Fishy Summoner 8 Feb @ 5:38am 
There seems to be some unintended interactions with this mod and Recruit Defeated Legendary Lords. When you confederate a defeated faction, the camps join you too. They're destroyed of course, but when you try and deploy more camps from a lord, you can't. For me it says I'm 9/3 camps, even though I only have one on the map. You can, however, recruit those camp bosses as you would any other lord. This does let you make more camps, only problem being that the camp I made this way had 100% movement, like a regular lord. Kinda broken, imo.
karcen 3 Feb @ 9:56am 
@nuorigubbe i do that makes sense then
Bloothtooth 2 Feb @ 10:23am 
I have a mod request, I used to use this mod

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2864787039&searchtext=demonic

which removes demons crumbling but it hasn't been updated in ages. Is there any chance you could create your own version of this please? I want to play demon's again but I get no enjoyment out of it unfortunately due to my armies just disintegrating
voiceofreason467 29 Jan @ 6:57am 
Is this SFO compatible?
Big Bad Wolf 28 Jan @ 9:34am 
Leadbelchers don't seem to have the weighted shot mode of fire. Intentional or a bug?
nuorigubbe 28 Jan @ 4:10am 
@karcen, do you have Recruit Defeated Legendary Lords on? I'm pretty sure it recruits Camp Bosses from defeated factions.
karcen 27 Jan @ 8:40am 
Weird bug I ran into It said I had 8 out of 2 camps but I only had 1
beehive 26 Jan @ 9:28pm 
Leadbelchers don't seem to want to attack walls with either of their attack modes.
Noodliest 25 Jan @ 5:40am 
@Denvo scar yes, I have had this issue haha. Just an entire wave of Ogre amies taking up an entire region. It is a bug for sure. But also a test xD.
Denvo scar 18 Jan @ 1:23pm 
Has anyone else had an issue with the ai spamming like no joke something like 50-100 camps down. was playing as Suneater and Goldtooth declared war oh me and I am like that is fine till I see his crazy numbers of camps and I was like wtf is going on?

Cant see it being any other mod unless it has something to do with the chaos orges one
Kronixa 12 Jan @ 9:17pm 
To me the biggest flaw in the Ogre Kingdoms mechanics is not being able to transfer units in and out of camps and sadly this mod does not address that.
Dose  [author] 11 Jan @ 2:20pm 
Alright, this new update should automatically convert "old" camps, such as the starting ones, into the new shiny moving camps.

I'm regrettably aware of the lack of pack-up option on these camps. 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 requested help regarding this but gotten none yet.

Also please share if the camp limit and repair bugs persist, and under what conditions. I'll definitely look into them. Thank you!
SomeGuy!! 6 Jan @ 10:24pm 
There is no option to pack up the camp
Frank Deluxe 6 Jan @ 9:54pm 
Having the same issue moving camps. If I order a camp to pack up, I can't redploy it after the turn limit is up due to being at the max number of camps.
Andi 6 Jan @ 7:29am 
Cant make new camps as im always on the limit (3/3), even though i have only 1 camp. Increasing the limit only makes it go to 4/4. If a camp building gets damaged, it cant be repaired due to "lack of meat", depite having 3000.
Bloothtooth 6 Jan @ 2:34am 
This mod is legendary! I've been using this mod for ages but the movable camps with Goldfag's play style actually feels like a proper mobile mercenary horde finally
Oz 5 Jan @ 2:06pm 
Well I'll admit I have no idea if it's the Ogre-Haul or Decky's tech mod that does it, but unlocking the tech that says it gives the mortar style fire to Leadbelchers doesn't actually appear to work. I still only have the standard shot and scatter shot, no weighted shot.
Big Bad Wolf 5 Jan @ 4:26am 
@ADP Skrag's starting camp does not move. Factions which start with a camp, the camp does not move.
Also with the Legendary Lords addon which adds defeated factions to your roster, the camps from the faction get added to your pool and jack up the Camp Limit numbers and cannot be summoned. Ex. My camp numbers are 7/4, where it says apparrently 4 camps are up and running when there is only 1 camp active. 4 Camp Tyrants can be summoned but cant be summoned because camp limit is exceeded.
Noodliest 3 Jan @ 9:35am 
How to fix Camp Bosses not getting traits? Is that an impossible fix? just hardwired to not be possible?
Daverin2112 2 Jan @ 6:50pm 
Ah, I get it now. Fixed oddities like waiting a turn to even move a new camp into stance at all.
Daverin2112 2 Jan @ 5:49pm 
I may be misunderstanding this latest update. The food transfer is fixed, but starting camps still are unable to become movers, and I still was able to switch between raid and encamp. Was there stance issues with your camps? I had noticed nothing...
Noodliest 2 Jan @ 9:57am 
Oooohh. beautiful ! thank you so much for the update.
Kevin 1 Jan @ 10:26pm 
Thank's for update ADP
Kevin 1 Jan @ 10:26pm 
You need to delete the frist camp and creat a new camp Handsome Devil
Handsome Devil 1 Jan @ 6:39pm 
Still cant transfer meat to starting camps...