Total War: WARHAMMER III

Total War: WARHAMMER III

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The Old World Campaign
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Značky: mod
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2.548 GB
13. lis. 2023 v 1.18
11. lis. v 12.15
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The Old World Campaign

Popis
>>> THIS MOD REQUIRES MIXER! <<<



This is a completely new campaign based around the Old World, a region of the Warhammer Fantasy universe.

Description
This new campaign includes 1317 settlements and loads of new factions. All factions included are unlocked and are playable. The map features a layout with very few compromises—everything is in its rightful place, for better or worse.

Whereever possible, vanilla game mechanics have been ported and adapted to the new map's set-up.




Sub-Campaigns
These submods contain "smaller", more-focused campaigns. Same map, just with less stuff, ie. they run faster, a lot faster. And multiplayer works.




Compatibility
For specifics, discuss among yourselves in the Compatibility Thread.

Mod Configuration Tool
If you have MCT enabled, then you can do some cool things. Decide on these settings before you begin your game.

There are options to swap-in any 'missing' vanilla playable lords. For instance, you could set Tyrion to start in Elftown or Malekith in Nagronath.

There is also a "minor faction killer" MCT option which will remove far away minor factions, setting their settlements to ruins. This will make turn times a lot quicker.

Multiplayer
A few things have been tried over the last year to get multiplayer working, but there's been continued reports of desyncs. So let's call it here and finally state that the map is too complex for multiplayer to work correctly.

However, the sub-campaigns are a different story. Try one of those out.

Translations

Older Versions
I upload a back-up anytime I'm about to upload a save-game-ruining version of the mod.

You can find version 3.130 of the mod Here.

3.120 - 3.111 - 3.110 - 3.102 - 3.88b

Start Position Map
Start Position Map with slightly better viewing quality.[imgur.com]



Credits
  • ChaosRobie for all the major work and for the entire campaign map
  • Partypus for the 2d art stuff (faction flags, maps, etc.). And lots of 3d art stuff (like Dark Lands, Nurgle's Realm, Hell Pit, and plenty more. Basically anything that looks goooooood).
  • Team CAIME[github.com] for creating the CAIME tool, used to edit the hex map, generate the main pathfinding file, and a few other tasks.
  • FSFRanger for the RoC settlement prefabs. Motorway South for the Bel-Aliad settlement prefabs. Kou (Inu) for the cacti models.
  • Hkrul, Wolfremio, Mr. Archive and Gold for additional 2d art help. Kings Yakuzi for help with the start positions map.
  • Mixu for a bit of scripting and for maintaining Mixer.
  • Video in description by Colonel Damneders. It misses the MCT options, but is otherwise a great overview.
  • Various people on Da Modding Den discord for support, feedback, and beta testing. Curse you and thank you.

Bug Reports
Put your bug reports in the Bug Report Thread!

Future/Ideas
Things are always being worked on and improved. The map is at the maximum horizontal width, so for map size, this is "it".

Feel free to write your ideas in the Handy Dandy Ideas Thread!


Populární diskuze Zobrazit vše (24)
1,278
17. lis. v 16.05
PŘILEPENO: TOW Bug Report Thread
ChaosRobie
376
3
15. lis. v 4.06
PŘILEPENO: Post Your Ideas In This Thread
ChaosRobie
245
3
14. lis. v 4.03
PŘILEPENO: Report Compatibility Issues Here
ChaosRobie
Počet komentářů: 3 764
ReCoil před 55 minutami 
@blackout dye its most likely that you have ovn lost world mod enabled. I found it "hid" that building
Lonewolf před 7 hodinami 
multiplayer the classic version it says multiplayer works but still getting desyncs any idea what it could be?
kegluu před 7 hodinami 
@ Blackout dye
i dont observe this issue in my old world campaign.
kegluu před 7 hodinami 
@ Sleeping_Hobbo unusual locations are showing up for me.
hillgardner před 16 hodinami 
Love this mod upgraded my Hardware for this mod blazing fast turn times now and an amazing warhammer experience i cant play the original map any more . Thank you for all the hard work that must have been put into this mod.
Dragon32 22. lis. v 2.14 
@Gaymersutra
You can only play one campaign at once, so I'd guess putting in all the effort to isolate the two mods from each other and change the game UI just isn't worth it when you just enable one mod and disable the other.
Gaymersutra 21. lis. v 19.32 
This is great, don't get me wrong, but why does it have to completely replace the Immortal Empires campaign?
Blackout dye 21. lis. v 19.23 
Just a quick question, I'm having an issue on a Karl campaign where in his capital the landmark building of "Castle Reikguard's stables" isn't showing up for me. This also happens to be a very important building to have since a new quest line I haven't seen before is asking me to have it built soon. I have a stupid amount of mods on and it could definetly just be on my end, but after taking off all landmark type mods (and the Castle Reikguard's Stables is a new vanilla landmark), I'm wondering if the Old World mod might be causing an issue. If anyone could let me know If they see that landmark building in their campaigns I'd greatly appreciate it. Thanks!
S 20. lis. v 23.46 
The turn rate in WH2 took at least 5 minutes no mods and 10 minutes with mods. I'm not exaggerating in the slightest. After the optimization update hit did turns become 30 seconds or less.
This mod's turn times is NOTHING compared to that. Stop complaining guys, it's seriously not that bad.
Sleeping_Hobbo 20. lis. v 16.21 
may have already been asked but does this mod support unusual locations? I have been playing as skaven for a while and have just realised not any have popped up in my settlements