Total War: WARHAMMER III

Total War: WARHAMMER III

Chaos Ogres
639 comentarios
PaPa' SamBuBu 9 DIC a las 11:19 
Ya that's my bad I was too fried last night to read properly
Fröb  [autor] 9 DIC a las 1:13 
@PaPa' SamBuBu: As listed in the faction effects, you gain growth by winning battles.
PaPa' SamBuBu 8 DIC a las 21:50 
I seem to be missing buildings? theres no way for me to gain growth. unless this is a WoC thing i dont know about lol
Fröb  [autor] 8 DIC a las 7:27 
@Random Orange: Thanks for your work! I embedded the link to your mod in the mod page.
Random Orange 8 DIC a las 0:07 
Made a monogod submod
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3620057654

If it is not to your liking let me know and I will change it/take it down.
Fröb  [autor] 5 DIC a las 9:01 
Updated! - It seems that 7.0 broke my original warband recruitment script, which hopefully should be fixed now.

@Scipio: I hope the updated will also work on your end.
Scipio 5 DIC a las 3:04 
Can't recuit the ogres via Warband while playing as them, the building is built but no unit card appears in the Warband screen. Tested with only this and Mixer (+ Champions of Chaos DLC). No clue what to do if it works for everyone else
Fröb  [autor] 4 DIC a las 14:12 
Updated! - No actual changes, just updated some tables (aside from a few changed some effect scopes).
Kazrai 27 NOV a las 14:22 
Would it be alright if I port these models to VR for a Warhammer community there? As an asset creator myself, I can appreciate the amount of work you've put into this, so I won't allow my community to use these models without your permission.
Fröb  [autor] 26 NOV a las 11:34 
@Bansik: I have never heard of such an issue yet - at least not related to my mod and I am pretty certain that it is not caused by it. It sounds like you have an UI issue, e.g., an event triggers in which you need to choose something, yet the event is not actually shown to you. Though, I can't say where this might originate from.
Bansik 26 NOV a las 10:53 
hi i play this mod with some others mods. On turn 60 i can't move any hero and also i can;t end turn 60...
Gash 26 NOV a las 7:32 
i tried Radious + mixer - mixus unlocker before together with its compatibility submod but sometimes it crashes damn! i can't risk it haha.. you have a sick mod though..
Fröb  [autor] 26 NOV a las 6:02 
@Gash: I never tried it but the mods should work fine with Radious. Though, the custom units will not be balanced for it.
Gash 26 NOV a las 4:34 
is this compatible with Radious?
pmlabao10 23 NOV a las 8:36 
Thank you for this mod. Works well for me currently.
Fröb  [autor] 23 NOV a las 3:18 
@El Cubo: I cannot answer that question since I never modded in regard to the MCT. Though, the Chaos Dwarves can only access the Chaos Ogre units in certain locations and also with unit caps. So, they can't recruit too many of them anyways.
El Cubo 22 NOV a las 15:00 
Would it be possible to add an option to Mod Configuration Tool to exclude these ogres from factions/races? I would deny chaos dwarves' access to them and would rather use ogre labourers from another mod instead.
HulpiNWarrior 13 NOV a las 7:09 
they always touch things that are ok and dont care for the ones that are ruining the game xD
thanks for the quick update
Fröb  [autor] 13 NOV a las 4:51 
Updated! – Minor changes.

General
- the building values for most of the custom buildings were adjusted to vanilla values, so that the AI should not favour them anymore over vanilla building chains

@HulpiNWarrior: It seems CA changed the vanilla building values in one of the recent updates, causing my custom buildings to be favoured by the AI. I hope my changes will now fix this. Thanks for spotting this issue!
HulpiNWarrior 12 NOV a las 21:31 
something i notice is that al chaos factions build the two ogre buildings in every fortress instead of the vanilla ones. Dont think is intended no?
Fröb  [autor] 10 NOV a las 9:02 
@maverick91141: The 'Khazag' are not removed, they are replaced by 'The Devourers'. The current implementation was the best way that I could find to do so (otherwise those settlements would have also belonged to 'The Devourers').
wesker 9 NOV a las 21:42 
Thanks Fröb :steamthumbsup:
maverick91141 9 NOV a las 16:50 
Can we get a version without the Devourers or without removing all of Khazag's settlements? Removing Khazag seriously weakens Zhatan the Black's starting position by forcing him to spend gold and turns colonizing the unoccupied settlements.
Fröb  [autor] 8 NOV a las 3:01 
Updated! – A minor fix.

General
- all variants of the Exalted Chaos Ogre of Nurgle should now be available for the Variant Selector

@RobertX13: Thank you very much for pointing out this issue. I hope it works now properly!
RobertX13 7 NOV a las 13:25 
@ Fröb Sorry to bother you but there is a problem with using Variant Selector and this mod when it comes to the Exalted Chaos Ogre of Nurgle. You see in marthvs/mod/froeb_chaos_ogre_nurgle_exalted.lua the Exalted Chaos of Nurgle is frb_chaos_ogre_nurgle_exalted01, what this name should be is frb_chaos_ogre_nurgle_exalted_01 so it should say is:
return {
["frb_chaos_ogre_nurgle_exalted"] = {"frb_chaos_ogre_nurgle_exalted_01","frb_chaos_ogre_nurgle_exalted_02"}
};

If this is not the case then variant selector won't work with the Exalted Chaos Ogre of Nurgle and it stuck to using model 02. I have already modified my own game file and it works as intended with Variant Selector, but if you could also modify your file for everyone else I'd appreciate it.
Dasheroo 4 NOV a las 8:41 
good ♥♥♥♥ thanks for the fast response :steamthumbsup:
Fröb  [autor] 3 NOV a las 23:19 
@Dasheroo: Custom factions work in general very nicely with multiplayer campaings. To my experience, only very script-heavy mods can cause desyncs. Since I try to use as few scripts as possible in my mods, you can safely use them in multiplayer.
glospey 3 NOV a las 18:48 
It plays in mp with no problems. We've run several campaigns with it.
Dasheroo 3 NOV a las 18:16 
How does multiplayer play with this enabled? i figure since it has a custom faction it probably causes desync. would be nice with a version with only the units/lord/hero for mp(no pressure either way)
Jbo012 25 OCT a las 2:23 
fair enough
Fröb  [autor] 23 OCT a las 11:19 
@Jbo012: But the Forsaken Gnoblars would be weaker than the vanilla fodder units and therefore would have no purpose.
Jbo012 22 OCT a las 20:04 
I reckon it would be cool to have for the chaos factions given there isn't too many fodder units in the WOC roster
Fröb  [autor] 21 OCT a las 15:09 
@Jbo012: The Forsaken Gnoblars are only available for the Ogre Kingdoms. They were originally planned as fodder units for the custom faction but in the end I decided against this idea.
Jbo012 21 OCT a las 5:32 
are the gnoblars in the undivided ogres meant to be in the mod or are they a WIP
Fröb  [autor] 18 OCT a las 16:32 
@vesperdeath: Sorry but I won't do that. It already took me a few hundred hours to create the mod in its current state. If people have certain wishes, they need to create the submods themselves.
vesperdeath 18 OCT a las 5:02 
@frob i appreciate you for taking the time to respond, could you make that mod...... pls?
Fröb  [autor] 16 OCT a las 20:57 
@vesperdeath: Someone could make a submod that would limit the custom building chains only to the custom faction.
vesperdeath 16 OCT a las 18:29 
is there any way to make it so only the chaos ogre faction can recruit chaos ogres?

making my way over to villich to find out he has some how recruited damn near a 20 stack mostly of chaos ogres is frustrating as all hell
Marvin 30 SEP a las 8:47 
Looks like load order trouble. Fixed with higher position in modlist.
Fröb  [autor] 30 SEP a las 8:09 
@Marvin: I gave it a quick try by launching a campaign in IEE with the custom faction myself and did not run into any issues. Your crash must be caused by another mod.
Marvin 30 SEP a las 7:57 
Crash after end first turn in IEE.
Fröb  [autor] 19 SEP a las 3:03 
@DiViNe NeKO: Nurgle unit recruitment is a mess and one of the reasons why I decided not to add the Chaos Ogres to the monogod factions since I don't want to bother with all their mechanics.
DiViNe NeKO 18 SEP a las 21:17 
Can you add the plague Ogre types to the Nurgle Faction roster, Nurgle needs more troop types and these blend really well
Fröb  [autor] 18 SEP a las 10:57 
@Faith: Yes, I made them quite strong but they should also be rather seldom to encounter. And since they are mutated Ogres which are blessed by the Ruinous Powers, they are meant to be strong fighters. ;)
Faith 18 SEP a las 10:12 
No worries bud, it's because I am using Radious, so you get extra points also. I think in vanilla they probably pan out pretty well.

The lords are hellllllla strong, once they get the mount and snacks / potential nurgle or khorne regen, dam they take some killing :D haha

I appreciate the time you put into the mod, thank you.
Fröb  [autor] 14 SEP a las 10:09 
@Faith: I was never a fan of skill dumps since they feel too much out of place compared to the vanilla game. And currently I think all lords and heroes feature enough skills to invest all skill points up to level 50. Back when I made the mod, creating all those different characters was a bit overwhelming and a lot of work - and at some point I felt somewhat burned out. That's why some of the skill trees came a bit short. Maybe I will rework them in the future.
Faith 14 SEP a las 8:38 
great mod, really enjoy having them along side the belakor campaign, great addition. All the hero's / faction leaders could do with a skill dump however. 1% health or separate melee and defence + etc.

The lords are only a few off, but the heros have looooads wasted skills.
Fröb  [autor] 6 SEP a las 4:04 
@Decado: Thanks, I embedded the link in the mod page.
Mumm-Ra 5 SEP a las 20:43 
If anyone can make a submod so that the units in this mod are only available to the Chaos Ogres faction, I'd forever grateful. I tried to make it myself, but I came up short on certain units.
Decado 5 SEP a las 14:38