Total War: WARHAMMER III

Total War: WARHAMMER III

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The Old World Campaign [Updated]
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Tags: mod
File Size
Posted
Updated
2.548 GB
13 Nov, 2023 @ 1:18am
9 Jul @ 11:34am
211 Change Notes ( view )

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The Old World Campaign [Updated]

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 3.111 of the mod Here.

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 (19)
1,196
12 hours ago
PINNED: TOW Bug Report Thread
ChaosRobie
357
3
15 hours ago
PINNED: Post Your Ideas In This Thread
ChaosRobie
231
3
7 Jul @ 6:31am
PINNED: Report Compatibility Issues Here
ChaosRobie
3,494 Comments
So I have an unexpected problem, playing as Vilitch the capital of the norscan tribe you start at war with is a dark fortress, the 2nd one you are supposed to get, well by turn 5 the nearby beastmen have raised it to the ground and WoC cant colonise ruins, strange situation.
kormoran 19 Jul @ 1:21pm 
only way to speed it up is to get a better CPU thats it
Trust in Trance 19 Jul @ 7:21am 
It is probably the size of the map and and number of settlements, because even with 200 factions it still takes like 5 minutes to pass turn. In vanilla map its like 1 minute max.
Dragon32 19 Jul @ 2:11am 
@cryohellinc
They have. The sub-campaigns.
cryohellinc 19 Jul @ 12:36am 
I think dev needs to address this. What can be done to speed up the turns without deleting factions.
Trust in Trance 18 Jul @ 4:23pm 
After deleting 80% of minor factions, still the end turn is much much slower than playing the vanilla IE map. First 2 turns it run very fast, now at turn 20 it took 5 minutes for 190 factions to play. Is there some way to make it faster?
Larry Boy 18 Jul @ 11:24am 
Thanks for the work man. You just doubled my hours I'll put into this game.
Moonshine 18 Jul @ 4:02am 
universumvult, the classic and dark old world need the old world campaign mod, they are not green, game manager said his not updated
TheFlame8 17 Jul @ 1:24pm 
I would like to play as Settra's Revenge/Wakhof (Tomb Kings up by Norsca), but it claims there is a required DLC without telling me which DLC is required. Any insights on what that might be?
Essentially Jesus 16 Jul @ 8:31am 
@universumvult I'm having the same issues as you, I don't think we can select classic or darklands as a campaign atm in multiplayer unlike in singleplayer :(