Total War: WARHAMMER II

Total War: WARHAMMER II

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Agile Models
   
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Tags: mod, Battle
File Size
Posted
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843.767 KB
21 Apr, 2023 @ 12:49pm
9 Mar @ 2:49pm
21 Change Notes ( view )

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Agile Models

In 2 collections by mr.napop
Immersion, realism and logic
391 items
Battle Dynamics
13 items
Description
Makes unit models react, move, and engage quickly, responsively, and consistently.

Walking - Equalized to 1.1 of infantry walking to all units, so you can move them around in formation by walking without the need for grouping, which allows for several groups to have the same speed.

Acceleration – Enhanced, now units act as soon as they’re ordered to.

Charge Speed – Same as modded running speed, sprinting right before combat isn't a good idea, and horses gallop at the same speed as a group, indifferent to any battle phase unfolding. Monsters speed is as their vanilla charging speed.

Target acquiring – as charge pose distance.

Firing Arc – 360 to all infantry and ranged units so they can keep firing at flanking forces repeatedly without having to turn, arrange themselves and shoot.

Turning Speed – Enhanced, Units now turn much faster, during movement and battle, which makes them attack more often while picking targets not in front of them (goes well with Deadly Attack Dynamics or Attack Speed Boost for even more fluid battles).

Jump Attack Chance - significantly lowered for non-monsters, jumping so much while in formation combat is unrealistic and charging horses wouldn't jump into crowds.

Animations – removed the ignore chance, now all models will react to being hit. animations will be rendered from further away.

Flying – Doubled flying and charging speed, now flying things are very fast and glide more.

Mass - calculated dynamically from the entity's volume, so everything is much more real and variant and big things are realistically much heavier for collision calculations.

Recommended to play with my collection which addresses other battle aspects of the game.

Any comment/insight/request/bug is HIGHLY appreciated and welcome.

Supports various mods listed here
Popular Discussions View All (1)
0
16 Mar, 2024 @ 11:30am
Built in Compatibility
mr.napop
37 Comments
Gaylad 5 Mar @ 10:44am 
Excellent, thanks for the response. Best of luck to you
mr.napop  [author] 3 Mar @ 3:06am 
Hello, Thank you!

Charging speed is set as running speed, so there isn't a difference between running and charging.

Target acquiring means the distance where the models start moving towards individual models of the enemy, and i'v set this equal with the 'charge pose' (like lowering lances) so the two are correlated.
Gaylad 2 Mar @ 7:29am 
Similarly with this: "Target acquiring – as charge pose distance."
Gaylad 2 Mar @ 7:28am 
Hey @mr.napop. great mod.

I've been wondering about one segment of the description of this mod. I've read and reread it but can't make sense of it: "Charge Speed – Same as modded running speed, sprinting right before combat isn't a good idea, and horses gallop at the same speed as a group, indifferent to any battle phase unfolding. Monsters speed is as their vanilla charging speed."

Can you clarify this?
mr.napop  [author] 3 Dec, 2024 @ 2:19pm 
Hey thanks, never encountered this issue nor did I manage to replicate it in tests, are you using other mods like AI general or Counter attack? where they in locked groups? perhaps you pressed shift for successive movement orders? if you can replicate it please elaborate or send a photo/video of it.

Regarding the velocity, I'v attended to this issue in my Deadly Attack Dynamics mod that enhances projectile velocities.

My mods address different aspects and are separate to keep modularity but are designed to work together as they complement each other like in the scenario you cleverly pointed out. So check it out, especially if you like dragons as with it their attack is also realistic and not only their movement.
Polident_medio 2 Dec, 2024 @ 7:44am 
Great mod, but i found an issue, though it may be because i have an old pc :) Very "gliding" flying units in vanilla become so fast they drop orders and get extremely slow - or sometimes stop - for a few seconds. Slow as turning artillery, kinda :) As of now i experienced this with great eagles from wood elves and morathi on pegasus, expecially painful to waste enemy ammo :P
I have no idea what can be done about it so i'm just reporting.

Another small question is that projectile velocities might be too slow now, i think ai cannot handle these speeds very well, even with guns or auto-aim wood elf heroes. But it is fun to dodge arrows with an hydra :))

I need to say i really love diving with dragons now! They feel absolutely great! No more getting pinned down by 3 dwarves like vanilla :D I think everyone should experience this at least once in life :D
mr.napop  [author] 12 Aug, 2024 @ 1:33pm 
Yep now its about 1,300 for cavalry. on second thoughts ill maintain the jumping reduction for realism purposes, as horses wouldn't jump into danger such as crowds, unlike humans diving into danger such as modding.

Check discord Da Modding Den channel if you're interested in modding, and if you wish to chat i'm there by the same name.
mr.napop  [author] 12 Aug, 2024 @ 1:19pm 
The getting up delay in deadlier engagements is to enhance damage done since you can't damage knocked models, and it isn't a problem if your using this since the horse model is now heavy enough to push/knock individual models out of the way.

If you're looking to buff bracing check Impactful bracing or the mini mod .
FailSafe 12 Aug, 2024 @ 1:18pm 
Good to know man, I saw that bracing mod but it has some unwanted interplay with charging that I'd rather avoid, I might try the mini mod if only to feel better about increasing impact damage without allowing excessive cycle charging...

I've since taken a poke within the mod so I'm hoping your mass changes fixed it, it was almost certainly that as before your tweaks the specific cav I was using (knights of the realm) had their mass nerfed from 1000ish to 700ish, which was probably what was wrong!

I don't think it was bracing, as it was happening when the infantry unit was countercharging (for some reason( my cavalry), so couldn't possibly be braced :)

If nothing else you've finally encouraged me to dive off the deep end into TW modding :D
mr.napop  [author] 12 Aug, 2024 @ 1:02pm 
Hello friend,

I'v run multiple testings, the issue you're referring to is just the vanilla bracing dynamic, where it would stop the first non jumping cavalry from penetrating the braced model, and only be pushed by the second hitting model. Vanilla charging is very fast so it's hard to see, but the first horse stops as you described given no jumping attack was performed.

Since i'v reduced all non-monsters jumping, it affected this dynamic, so I'v reinstated jumping attack for cavalry to resume this potential overcoming of the bracing.

I'v also tweaked mass for greater scaling difference, and fixed deceleration overlooked required edit which could have caused attacking bugs, so thank you.