Total War: WARHAMMER III

Total War: WARHAMMER III

[Discontinued, use other Moving Camps mod] Moving Camps and Camp Bosses
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.
BlitzRankD 15 Dec, 2024 @ 1:04pm 
ADP Please keep this up! The way camps move in vanilla is very limiting I think Autumnchain put it perfectly when they justified the continued use for this mod

"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."
Dose  [author] 15 Dec, 2024 @ 12:15pm 
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 without camp bosses up. Or I might take that mod down and keep this one up. Remains to be seen.
glospey 13 Dec, 2024 @ 8:41am 
@SocrateQc No, it needs an update ;)
SocrateQc 13 Dec, 2024 @ 5:08am 
maybe i have to start a new game ?
SocrateQc 13 Dec, 2024 @ 4:59am 
Hi everyone, It seems that it doesnt work for me. I havnt used it before patch, maybe it need an update ?
Greatal13 12 Dec, 2024 @ 5:58pm 
this is much better then the one they put in the game.
glospey 11 Dec, 2024 @ 6:31am 
Yea, I'm hoping to use this mod after OoD, too! When they announced "moving Ogre Camps", I was excited to see this mod make it into vanilla BUT their claim is misleading (imo). I do like the new functionality but it's not the same thing.
Autumnchain 10 Dec, 2024 @ 4:16pm 
It turns out that 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.
artem.rybalko 22 Aug, 2024 @ 2:57am 
Please update, thanks for this wonderful mod!!!
Mulbz 15 Jul, 2024 @ 2:58am 
mod doesn't work, spawn in a hero with horde menu but not able to change stances or build anything, never done code before like the previous comments suggested.. is there another fix for this?
glospey 6 Jun, 2024 @ 1:27pm 
@RandomEdits, if you do it as a submod, you'll only need to update your submod when this mod updates ;) That said, it's best practice to ask for permission from the original mod creator and then make this mod a requirement.
RandomEdits 6 Jun, 2024 @ 1:21pm 
In case anyone wants to make this compatible with the Ironskins, go to db, then campaign_stances_factions_junctions_tables, then open moving_camps+bosses_data, add a row, type in mixer_ogr_ironskin_tribe into the added faction column, and copy and paste MILITARY_FORCE_ACTIVE_STANCE_TYPE_SETTLE into the stance column.
It's a simple patch. The annoying part is having to redo it every time Steam auto updates and reverse your edits.
Solmyr 5 Jun, 2024 @ 5:44am 
A minor issue, but building a camp with this mod does not fulfill the requirements for "Make Camp" mission.
SEVEN GOON SESH 1 Jun, 2024 @ 4:27pm 
+1
blutrausch 26 May, 2024 @ 5:25am 
@ADP: I greatly enjoy this mod. One request if I may: Sparkle Eldar updated his ironskin tribe mod so that ironskin is a new faction instead of "renaming" an existing ogre faction --> this leads to this mod not working anymore for the ironskin tribe. User TWToTWT suggested with the addition of one line in the code it should work again:

The Great Ogre-haul (3001584333) - db/campaign_stances_factions_junctions_tables/ogrehaul_data [add: mixer_ogr_ironskin_tribe]

I tried that, the effect was that camps are back to vanilla.

Can you add compatibility to the ironskin tribe mod or can you tell what has to be added to the file, that it works?

Best regards
Shatilov 10 May, 2024 @ 8:47am 
@rombyte was this bug fixed ?
General Vibes 11 Apr, 2024 @ 9:29pm 
Does this work with Sfo?
Fenrir4life 28 Mar, 2024 @ 9:45pm 
Any inclination to add a raiding camp stance? I think having a non-raid stance for traveling through friendly territory is a good idea, but that raiding income is just a part of the ogre lifestyle!
LimeUser 7 Feb, 2024 @ 3:33pm 
It's quite painful getting addicted to a large overhaul mod since asking for "SFO balanced mods" makes me feel like a douche
LimeUser 7 Feb, 2024 @ 3:31pm 
Any chance for a SFO balanced version?
KazaZ 1 Feb, 2024 @ 3:09pm 
Thanks man great mod, should be in the game from the start
lwhのsama 14 Nov, 2023 @ 8:32pm 
great mod!
Gleen Cross 14 Nov, 2023 @ 5:54pm 
Hope the author adds raiding to this mod eventually, it's weird how the camps just stands there without raiding
rombyte 8 Nov, 2023 @ 7:59pm 
There is a bug with this mod:
Camp bosses increase global upkeep percent, and what's even worse, that additional ukpeep percent will not display in your supply lines info (but global upkeep will be increased anyway).
Kragg 1 Nov, 2023 @ 4:59am 
First time playing an Ogres Campaign, as Greasus and on Very Hard, since all Ai decided to try kill me I think I can continue with this mod! Every settlement I have would be insta-destroyed without this. THANKS!

I really can see how the Ogre faction was ignored after release. a shame because they are very fun to play with in battle.
glospey 29 Oct, 2023 @ 12:20pm 
Thanks for fixing my one big complaint about the ogres (by the time their camps are built up, their location is no longer relevant)!!!

Now, a question since I play almost exclusively multiplayer: Is this MP compatible?
Evi1o4ek 24 Oct, 2023 @ 11:13am 
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.
Zedric 14 Oct, 2023 @ 10:15am 
Sacrificing a Very KEY way that ogres generate wealth for movement ? i mean the idea is there but camps need to have there raid.
GizzardWizard 6 Oct, 2023 @ 8:58pm 
There's an issue where if you dismiss a camp entirely the camp still shows up on your deployed list, preventing you from putting down another one
XIII07 30 Sep, 2023 @ 12:40am 
I'm glad you made this as a separate mod.
While I was enjoying your Ogre-haul mod, it also quite overtuned them, in a couple of ways.
uvm 28 Sep, 2023 @ 9:13pm 
Currently in my extended IM mod campaign playing as ogres in Ind, camp boss cannot move, recruite and build camp buildings, just sadly sits there
TdizzleGod 25 Aug, 2023 @ 5:45pm 
any compatibility issues i should be on the look out for
Gleen Cross 24 Jul, 2023 @ 10:29pm 
And it works with SFO, somehow you recycled the Tyrant, that's cool
Gleen Cross 24 Jul, 2023 @ 3:51pm 
I wonder if this works with SFO, only a matter of adjusting the stats of the Camp Boss
atlas 24 Jul, 2023 @ 2:49pm 
Do the AI Ogres make use of these changes?
Halycon 23 Jul, 2023 @ 7:37am 
This is an amazing idea. Allowing an ogre to turtle up in the mountains and then slowing migrate into another factions territory en mass with moving camps. Yum!
uvm 20 Jul, 2023 @ 3:56pm 
For anyone wandering - it is save compatible
gamestopjesus 20 Jul, 2023 @ 1:31pm 
very good. great idea , great mod
Coggernaut 18 Jul, 2023 @ 1:40pm 
I think the checks for "raids" or resupply meat circle are applied on turn-end, or at the start of the next turn due to moving. This makes sense... given raid income is given on turn upkeep, not end-step.
Lemonz 17 Jul, 2023 @ 6:32pm 
I wish Ogres had more of an incentive to be nomadic. Like if their settlements could eat provinces dry of all resources and then spawn horde armies to move somewhere else once they've picked an area clean.