Total War: WARHAMMER III

Total War: WARHAMMER III

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The Great Ogre-haul
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Tags: mod
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829.226 KB
9 Jul, 2023 @ 5:54am
28 Jun @ 7:44pm
36 Change Notes ( view )
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The Great Ogre-haul

Description
Devour, for the Ogre Kingdoms!

During the period before WH3 launch, the biggest selling point to me wasn’t daemons or defenders of order - it was the prospect of taking over the world as brutish, irreverent Ogres! But I, like many others, felt that the Kingdoms’ mechanics were a bit undercooked. With this in mind, I decided that my first race overhaul would be for the Ogres so they might properly fill their guts with struggling treats.

The Great Ogre-view:
  • Betta Campin!: Instead of being stationary, Ogre Camps move at 25% movement range by default, allowing you to reposition as the fronts move. Though they cannot attack, they now have cheaper and improved buildings and special defensive traits to make them easier to build up and harder to lose. Helping this along is…

  • Camp Bosses!: Camps now have special Camp Bosses, much like Black Ark Admirals. With Unbreakable determination, increased personal experience gain, and a specially-tailored blue line, these lords will prove a mighty boon. They even gain Immortality at 20, although they will need time to rebuild their great camp once more.

  • Delicious Meat!: Meat levels are more dynamic, with buffs and debuffs at both high and low meat. Do you want a fast but weak army supported by Gorgers, or a slow, unstoppable juggernaut of Ogres? With greater pre-battle feasts and more expensive Offerings to the Maw, you’re in control of how much Meat your armies carry.

  • Bigga Names!: While not totally reworked, many Big Names were touched up to provide more relevant benefits to their wearer and their wearer’s army, especially the ones involving defeating certain races. Also, Slaughtermasters can now choose Big Names to keep up with their Tyrant brothers.

  • Smarter Techs!: The tech tree is now structured differently with significantly more emphasis on unit buffs. Several minor techs have been merged into another and given new effects. Overall, choice should feel more meaningful instead of simply bowling through techs to rush to your next Camp slot.

  • And Maw-r: Numerous skill reworks, item overhauling, and a handful of new landmarks await, as well as several balance changes to keep the roster less bloated and introduce niches that certain units previously lacked.

Full changelog: Here! Currently does not have technology changes.

Credits:
  • Aiden, Bandit, and Gary for providing much of the feedback and also playtesting.

  • Li Dao, Hi, Blue, DribSitoop, SusaVile TW for playtesting.

  • Aexrael Dex and All is Dust for the mercenary unit script (found here[tw-modding.com]).

  • 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.

DISCLAIMERS:
  • As a large overhaul mod, this mod is unlikely to play nice with other big overhauls. I can see what I can do to work around specific small mods if requested, but SFO and Radious compatibility are NOT going to happen from me.

  • This mod may make your Ogre campaigns too easy! Conversely, it may make your anti-Ogre campaigns somewhat more difficult, although I doubt it’ll be a significant difference.

KNOWN ISSUES:
  • Camps’ effects tend to get buggy while moving around with their circle of influence.

  • Disbanding camps leaves the camp slot filled while the lord is recovering for five turns.

  • Camp Bosses cannot get traits.

  • Camps reinforcing causes lag.

Possible future updates:
  • I intend as supporting this mod as long as possible for future updates.

  • Although I consider this mod by and large complete, I may go back in and tweak some systems, such as Big Names.

  • Any significant changes will come in the form of optional add-ons, if at all.

Related Mods from me:

Moving Camps
Popular Discussions View All (2)
0
8 May, 2024 @ 6:02pm
Camp building bug
Bartek
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.