Total War: WARHAMMER III

Total War: WARHAMMER III

Ogre Overhaul Cerb SFO - currently not working
31 kommenttia
Cerb  [tekijä] 19.10. klo 14.29 
Yeah one day ill get this working again lol
Ordavion 18.10. klo 15.40 
I'd love a version that just increases camp garrison for the AI. It's really sad to see a camp with a hero only when it's such a big part of their game play. Plus, upkeep of the camp garrison is free!!!
Cerb  [tekijä] 28.2. klo 20.26 
Nah, havent updated since the ogre dlc came out, still analysing what i think needs to be adjusted post-change :)
Mann 28.2. klo 6.38 
Is this mod working?
Cerb  [tekijä] 8.11.2024 klo 12.26 
Ill be adding them back in soon, removing them temporarily was the fastest way to get the mod working again.
KOZ1K 8.11.2024 klo 11.40 
Damn im guessing the bounty changes messed with this mod? I really liked it
Cerb  [tekijä] 17.10.2024 klo 20.50 
Oggies deserve love.
树叶 17.10.2024 klo 19.14 
It really makes me happy to see a mod that provides optimization for ogres.
Cerb  [tekijä] 14.10.2024 klo 1.44 
Updated tooltips, nerfed the ogre bruiser slightly and some hero skills, buffed skrags last tech significantly to make up for a lack of strider.
Cerb  [tekijä] 14.10.2024 klo 1.22 
They actually are already part of the ironguts/maneaters group, they just arent on the tooltip, will update thanks for the heads up
Think Critically 13.10.2024 klo 23.34 
What are your thuoghts on adding hunters to "ogr_leadbelchers_scraplaunchers_ironblasters" or "ogr_ironguts_maneaters" unit set so they get a buff from one of the first group red skills?
Cerb  [tekijä] 19.9.2024 klo 18.12 
Strider is just such a silly thing to have on ogres, as it counters one of their main weaknesses as a faction, i'd rather have bigger boosts in other ways and no strider for the right feel, imo
LimeUser 19.9.2024 klo 13.16 
Pretty good changes but would prefer if the faction unique tech at the very end was untouched.
Not that i ever play long enough to get them but strider would be nice to have as Skrag.
RobotLP 16.8.2024 klo 0.33 
so i was testing the units of this mod and the bruiser can kill most legendary lords (tested on skirmish without items) and you can have +1 per settlement (idk any other increase), the Ogre Hunting Party is fine balanced. I guess i will give it a try once i finish my ongoing campaign.
NeoKorp 3.4.2024 klo 0.11 
Try installing just this mod to check.

I have this mod installed right now and it still works along with my other mods.
Cerb  [tekijä] 2.4.2024 klo 23.38 
It's loading just fine for me? i'd suggest verifying your cache, unsubbing/resubbing etc.. the normal troubleshooting things :)
NeoKorp 1.4.2024 klo 6.31 
Ty for answering my questions

Take care
Cerb  [tekijä] 31.3.2024 klo 23.45 
Yes
NeoKorp 31.3.2024 klo 23.44 
Is this a standalone?
Cerb  [tekijä] 30.3.2024 klo 21.04 
both, it just helps the AI a lot in how its designed.
NeoKorp 30.3.2024 klo 0.20 
AI only?
Player only?
Or both?
Cerb  [tekijä] 16.12.2023 klo 19.18 
Removed the adjacent prov public order boost as the scope wasnt working
Cerb  [tekijä] 15.12.2023 klo 0.33 
Updated a few things, removed some of the smaller tech penalties, added some extra public order stability to camps, even in adjactent regions. Also increased how many camps you can place down, reduced the starting garrison of camps slightly and reduced the starting cost of camps to ensure you can place more of them to allow for some additional camps especially in the earlygame.
Cerb  [tekijä] 14.12.2023 klo 16.49 
In original game they dont get any hero capacity from settlement buildings btw
Cerb  [tekijä] 14.12.2023 klo 16.48 
Ogres do get major settlements (provincial capitals), they just only go to tier 3, and at tier 3 they get +1 hero capacity for all types of heroes. Camps also give up to +2 of each hero type capacity by tier 5 for their respective buildings :)
Azeltorez Ⓢ 13.12.2023 klo 10.48 
So, Ogres don't get major settlements, except at camps - is it intended that they only get +1 hero cap at Tier 3 camps, and lose other sources of hero capacity via their settlement buildings?
Cerb  [tekijä] 7.12.2023 klo 23.28 
Cheers mate, appreciate it :)
I Have No Enemies Brother 7.12.2023 klo 22.14 
Understood. Well it's definitely gonna go in my next campaign. Btw love all your mods. They work so well with other mods and they have such an interesting twist on them. Especially your attrition matters. Much love Cerb!
Cerb  [tekijä] 7.12.2023 klo 22.11 
Not guaranteed but wouldnt risk it
Cerb  [tekijä] 7.12.2023 klo 22.10 
Probably not, the contracts would have a chance to break :(
I Have No Enemies Brother 7.12.2023 klo 22.04 
Can this be added mid-campaign? @Cerb