Total War: WARHAMMER III

Total War: WARHAMMER III

Moving Camps
32 Comments
TURKY-90 11 Apr @ 1:27pm 
is this mode reset building camp ??
glospey 30 Mar @ 6:38pm 
Yes
Shatilov 30 Mar @ 4:58pm 
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 Mar @ 8:03am 
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 Mar @ 7:32pm 
AI spammed literally ten camps near their capital? Very odd behavior
Dose  [author] 11 Jan @ 2:19pm 
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 Jan @ 6:03am 
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 Jan @ 6:00pm 
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  [author] 1 Jan @ 3:58pm 
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  [author] 1 Jan @ 3:28pm 
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.
SocrateQc 1 Jan @ 1:06pm 
On my part it doesnt work. I have Radious, maybe it has some conflcts ? i dont have any ogre camp mod except this one. I cant change stance and it seems my camp cant be "found" so I cant exchange meat too.
glospey 1 Jan @ 8:50am 
YEA!!! Thank you for the update! :)
zc 1 Jan @ 7:01am 
It seems that this mod has disrupted the function of transferring meat from the military to the camp, look forward to a bugfix :steamthumbsup:
Piet Piraat 21 Dec, 2024 @ 1:10am 
Hey ADP, just here to let you know I'd also love for an update for 6.0. It will really support a nomadic roaming playstyle for Golfag that the current packing and going system doesn't. Either way, happy holidays :)
Ravensblood95 18 Dec, 2024 @ 1:21pm 
Please keep this mod updated. Packing up camps is useful, but this is an infinitely better movement system.
DADDY! 18 Dec, 2024 @ 2:45am 
please keep at least one of the mods working it has made ogres way fun and engaging.
thank you for the hard
BlitzRankD 15 Dec, 2024 @ 1:12pm 
ADP Please keep moving camps with camp bosses up, if not both! The way camps move in vanilla is very limiting I think Autumnchain put it perfectly on camp bosses mod when they justified the continued use for both of these mods

"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
Dose  [author] 15 Dec, 2024 @ 12:14pm 
Hello everyone, thank you for your continued support for my Ogrehaul mods. And thank you to Creative Assembly for the shoutout in the 6.0 update blog!

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.
Noodliest 14 Dec, 2024 @ 2:10pm 
Is this working 6.0 ? This is a PERFECT game changing mod for Ogres. Having to constantly deploy and stuff is hella tedious and annoying.
KOZ1K 1 Jul, 2024 @ 10:09pm 
I would recommend turning down the movement speed to 20% (Maybe even 15%). It offers a huge benefit being able to park next to a city, or follow your army through the lands. (Albeit very slowly)

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.
TURKY-90 13 Apr, 2024 @ 11:03pm 
not work for me ! must i have a new campaign ?
Crimson Emperor 28 Dec, 2023 @ 2:14am 
Works for Steel and Faith?
RatboyW 16 Nov, 2023 @ 11:37pm 
For anyone having issues with the starting camp you get with Vazgrat the Lucky (Legendary Characters mod), simply disband that camp and make a new one once you research the tech. If that camp also can't move, queue up some unit recruitment, then cancel them, and it should work then. It's a bit awkward campaign flow-wise, but at least it works.

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.
Evi1o4ek 24 Oct, 2023 @ 9:25am 
I want to thank you for your work. But please add
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.
IT'S ME BRANDON 12 Sep, 2023 @ 5:29pm 
This mod has single-handedly saved ogre campaigns for me
Tater 3 Sep, 2023 @ 6:57am 
Update please <3
Dose  [author] 15 Jul, 2023 @ 3:07pm 
Sorry again for the crashing! Figured it out, it was another residual table from cutting down. Hopefully now this one's fully functional!
Yiunko 15 Jul, 2023 @ 5:28am 
This one crashes me on launch but the main ogre haul doesnt
Dose  [author] 14 Jul, 2023 @ 12:28pm 
Thank you for the quick feedback! Fixed the effect bundle locs now.

@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!
=[NK]= Col. Jack O'Neil 14 Jul, 2023 @ 5:47am 
Also you text/db/!moving_camps_effect_bundles__.loc has way too much stuff in it
shaky_rivers 14 Jul, 2023 @ 4:14am 
Effects are missing for effect_bonus_value_name_record_junctions_tables, probably a carry over from the main overhaul for 'bigga names' deleting the table made the mod work.

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 :steamhappy:
Hell Brothers 14 Jul, 2023 @ 3:20am 
don't work