Total War: WARHAMMER III

Total War: WARHAMMER III

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The Old World Campaign
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Tags: mod
File Size
Posted
Updated
2.548 GB
13 Nov, 2023 @ 1:18am
13 Sep @ 7:41pm
221 Change Notes ( view )

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The Old World Campaign

Description
>>> 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 3.120 of the mod Here.

3.111 - 3.110 - 3.102 - 3.88b - 3.86 - 3.83 - 3.70 - 3.56b - 3.38e - 3.31 - 3.27 - 3.24 - 3.13 - 3.0


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!


Popular Discussions View All (21)
1,246
2 Oct @ 2:29am
PINNED: TOW Bug Report Thread
ChaosRobie
366
3
2 Oct @ 7:29am
PINNED: Post Your Ideas In This Thread
ChaosRobie
242
3
2 Oct @ 4:30pm
PINNED: Report Compatibility Issues Here
ChaosRobie
3,665 Comments
akuro 4 hours ago 
is southern realms playable? they have only half the skill tree and only half the unit roster. its just worse empire.
MoistCake 21 hours ago 
Thought I'd drop by and practically got it working, so appreciate the comments thanks guys :) Only other issue i had was Raise levy working for karl.. but not for norland just says 'raise dead' but ofc thats Sigmar's Heirs mod and not this haha!
MoistCake 3 Oct @ 2:43pm 
I'll check it out my man, appreciate it
Canadian Leaves 3 Oct @ 11:37am 
@MoistCake, those mod is console command, search by "command"
Canadian Leaves 3 Oct @ 11:35am 
@MoistCake, find mod, called mod, allowing to type commands, type "@diplomacy" or something, and check which function is bugged (dont try to open after that diplomacy window, cause this command will add all factions in it, so it'll probably lead to crush).

Bugged for me - SCM Skaven Clans,& Norscan Tribes. For IEE - DEER24, bringing cathay LL
akuro 3 Oct @ 7:04am 
I love this mod. Only playing with it
Dragon32 2 Oct @ 1:09pm 
@MoistCake
My guess with those kind of end turn crashes and stuff is a faction trying to recruit a bugged mod-added unit or it's a mod-added faction that's got some busted rites or other effects.
MoistCake 2 Oct @ 12:50pm 
Playing this with various other mods, and the game keeps not responding when loading, then occasionally freezes at 357/358 and doesnt do anything. Anyone had similar issues or know potential cause? Thanks in advance
Apophis 2 Oct @ 4:28am 
Will Kroq-Gar ever be selectable as a campaign start, considering he's in the modded map on Albion?
chickens_hh 1 Oct @ 9:41pm 
Can you expand the old world classic to include archaon's starting position? He should be part of that map