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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
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!
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.
thank you for the hard
"Omens of Destruction is going to replace moving Ogre Camps with simply dismantling and rebuilding them. Thus, this mod might still have a place as a replacement to the upcoming mechanic of dismantling and rebuilding camps. Use the vanilla function when you need to get a camp somewhere quickly but at a cost and this when you don't have to move the camp too far."
Thank you for your hard work on these, makes Ogres way more fun
This mod is not updated for 6.0 yet, and I'm considering retiring it due to Creative Assembly implementing moving camps in vanilla. HOWEVER, if I do so, I will keep my other moving camps with camp bosses up. Or I might take that mod down and keep this one up. Remains to be seen.
I appreciate you making this mod. Thank you.
CA need to give ogres mobile camps (With some kind of downside perhaps, like paying meat to move long distance) and an economic option really focused on sacking and not painting the map. I would rework MEAT and make it an even bigger and more useful, but completely necessary resource.
No clue if it's specifically because Vazgrat's camp is created before this mods' script or w/e comes into play, or because my mod list is so massive and there's a conflict that WH3MM doesn't detect, either way I don't think it's an issue stemming from this mod itself.
make sure that the effects of food in the main buildings in cities and additional buildings in these cities aimed at food are summed up.
@shaky_rivers: I've gotten mixed feedback regarding camps, some saying that moving at all is too overpowered and some saying it's just right. I'm definitely willing to take further feedback about the movement range, though!
Also small idea, instead of a flat 75% movement penalty, have the penalty grow as the camp grows. T1 50%, T2 60%, T3 70%, T4 80% & T5 90% or some variation of that, thanks for the mod