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This could become a serious problem in IE...

Processing#6286Processing#6286 Registered Users Posts: 1,041
https://youtu.be/UrdGaBZpP-U

Especially because you have limited capacity of them and they are your only form of getting tier 4 and tier 5 units.

Imagine spending tens of thousands of gold to develop it just to destroy it because you need it somewhere else.

Or you shall be forced to globally recruit your high tier units all the time...

Comments

  • Processing#6286Processing#6286 Registered Users Posts: 1,041
    Funnily enough, they don't even need to make the camps movable - just allow Ogres to get their province capitals to tier 5 like Norsca.

    They only work because the current implementation of RoC pushes you to turtle in a few provinces.
  • rorgfist#5055rorgfist#5055 Registered Users Posts: 85
    You can use offerings to the maw "fill yer bellings" to dramatically reduce the time of global recruitment, so you only need to have a well-secured single one.

    Is not that much of a problem unless you expect to have 1 in every province because of reasons.

    In such a case, you will just have to wait for mods, I'm dead sure one eliminating the limits will come.
  • Processing#6286Processing#6286 Registered Users Posts: 1,041
    Vykos said:

    You can use offerings to the maw "fill yer bellings" to dramatically reduce the time of global recruitment, so you only need to have a well-secured single one.

    Is not that much of a problem unless you expect to have 1 in every province because of reasons.

    In such a case, you will just have to wait for mods, I'm dead sure one eliminating the limits will come.

    But you have limited recruitment slots.
  • 445Aas#5515445Aas#5515 Registered Users Posts: 433
    edited March 2022

    Vykos said:

    You can use offerings to the maw "fill yer bellings" to dramatically reduce the time of global recruitment, so you only need to have a well-secured single one.

    Is not that much of a problem unless you expect to have 1 in every province because of reasons.

    In such a case, you will just have to wait for mods, I'm dead sure one eliminating the limits will come.

    But you have limited recruitment slots.
    But isn't that true with every other Race?

    I can't watch the Video right now but I assume the problem are limited unmoveable ogre Camps?

    But you can increase the limit of the Camps fast and to a useable amount. In my ogre campaigns i had a higher limit of camps than what I needed. If the limit ends up beeing to low it's easily fixed in a patch, just like skaven ended up recieving way more sources of food via updates.

    But even if they can't be everywhere, why do they have to? With other races, do you build every region up to Level 5 with every recruitment building AND THEN move on to the next or what?

    I like the ogre camps very much. I can build my regional capitol where I want, so to speak and don't have to worry about building other stuff up and can focus on conquering. And I am not sad if i lose one measly settlement because they never go past tier 3 anyway. Its very freeing. I just have to protect a camp here and there.

    Edit: And oh man, the radius that gives replenishment is awesome! In a good position you can give a lot of small settlements available recruitment and ignore pesky attrition. Replenishment buffs don't automatically give you replenishment in regions with attrition, but ogre Camps do because they deactivate the attrition. Also as other have said, the sacrivices to the great man make global recruitment a breeze. And the movement buff!!! Ogres my Lord!
  • saweendra#3399saweendra#3399 Registered Users Posts: 20,515
    edited March 2022
    this mechanic should not be limited to OK

    Bretonnians should be able to build Castles
    kislev and Cathay watch towers
    Empire forts
    and vampire coves has to be one of these instead of under cities so they can be literal hidden ports you can build any ware in a cost line , its more interactive and makes the CP map more fun

    and so on

    the difference it needs to be 4 building slots instead of 8 and have unique buildings attached to it
    .

    and its implementation is perfect IMO for OK

    #givemoreunitsforbrettonia, my bret dlc


  • Veldrinar#2882Veldrinar#2882 Registered Users Posts: 713
    Why not just have the ability to unpack them, creating an army based on its garrison which can then re-deploy the camp elsewhere? Balance it out by giving said army debuffs depending on camp upgrades to simulate all the crap they have to move around, and making it a vulnerable target you have to actually protect in order to make use of it(Or else lose all that progress should that army be wiped out).

    Either that or raise the cap I guess.
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