Total War: WARHAMMER III

Total War: WARHAMMER III

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[SFO] Flight speed overhaul
   
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Tags: mod
File Size
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631.808 KB
8 Dec, 2022 @ 2:48pm
23 Jun @ 1:20pm
16 Change Notes ( view )

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[SFO] Flight speed overhaul

Description
This is based on SFO balancing.

Vanilla version here


Overview

This mod aims to make flying units feel like actually flying units, as opposed to bunch of sloths with jetpacks.

Similar mods were made for WH2 like Sebidee's Realistic Flight. This mod essentially recreates such work (although with my own spin on it, see below).


How it works
Mod increases movement stats of flying units like:
  • Base speed
  • Acceleration/deceleration
  • Turn speed

Actual bonus can by anything from 10% to 100% based on unit’s mass and other factors. The goal of that is to make big and heavy units still feel like lumbering hover tanks but allow small and light units (like fell-bats) to zig-zag and maneuver through the battlefield with ease.

Speed increase when charging is unmodified.


Disclaimer
  • Incompatible with anything that changes flying unit stats (ie. modifies the same table entries)
  • This mod is obviously not meant to improve balance and it could make battles much easier (or harder) to play. Although bear in mind that AI armies also get the same benefits so…
  • Every flying unit should be changed by this mod, if you find some that isn’t (from vanilla or SFO of course) please let me know
  • I’m making this mod for myself (mainly for fun and because I hate the vanilla slowness of units) but any feedback is welcome, do you think the bonuses are too much or too little? Did you find a problem where units were behaving improperly or are broken because of the modified speeds? Let me know in the comments please (with a description what you were doing etc.)
  • Fully save-game compatible


Thanks to
  • Steph for advice and guidance on how to mod this game
  • Creators of the fantastic SFO mod that got me hooked on Warhammer Total War for thousands of hours
16 Comments
Elemental Israelite 8 Apr, 2024 @ 8:30pm 
I'll test it out
Nemo  [author] 6 Apr, 2024 @ 6:33am 
I refreshed the mod for current SFO, seems it's working..
Nemo  [author] 4 Apr, 2024 @ 1:15am 
Yep okay, I'm following SFO development closely and I'll update mod as soon as I notice they released some decently usable version. Will check out the current beta again, thanks for the heads up.
Elemental Israelite 3 Apr, 2024 @ 8:10pm 
I'm using the 4.2 BETA version of SFO. Might be why I suppose. I couldn't rollback because over half my mods got updated for 4.2 and broke my 4.1 campaign. It appears they somewhat fixed it, as it's working for me, but a lot of SFO submods DON'T work for me. Could be because they were all built for the old version. Apologies, I didn't think of that one.
Nemo  [author] 2 Apr, 2024 @ 12:29am 
Not really tho, iirc SFO is basically on hold till next major update so:
1) how are you even playing SFO right now? You mean you are trying to play the horribly unstable recent alpha with a mod that wasn't even built for it? :D Or did you revert the base game patch and installed old SFO? None of these scenarios are really supported (the latter should work tho, but haven't tested).
2) mod works just fine on last known SFO version for which it was built
Elemental Israelite 1 Apr, 2024 @ 8:48pm 
This mod breaks SFO now, it can't be used without an update. Crashes the game
Nemo  [author] 5 May, 2023 @ 11:13am 
After SFO updates (which is 12.5.). Not much point till then.
Elemental Israelite 5 May, 2023 @ 7:54am 
Update to include the Chaos Dwarf flying units?
Nemo  [author] 27 Jan, 2023 @ 1:41pm 
Of course
positief161 27 Jan, 2023 @ 1:03pm 
in load order after sfo?