Total War: WARHAMMER III

Total War: WARHAMMER III

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Dynamic Movement Range Based on Units Speed
   
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Tags: mod
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22 May @ 2:42pm
31 May @ 7:01pm
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Dynamic Movement Range Based on Units Speed

Description
Based of https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2798671658&searchtext=hertz which hasnt updated in a while

Campaign armies will have increased raiding income and movement speed based on the speed and amount of units in the army.
Each unit will add army weight based on its Speed stat displayed on its unit card, with 40 being the assumed normal speed where each unit adds 1 weight, if a unit is twice as fast to 80 speed it counts for 0.5 weight, if its half as fast at 20 speed it counts as 2 weight. etc

The lower the armies weight the higher the movement speed and raiding income bonus it gets, making running small stacks of cav as a fast response army in return for harder battles more appealing opposed to vanilla where you are encouraged to always fill all your army slots or running full stacks of cheap light cav for a fast high raid income army

Numbers are not final, i will be fiddling with them as i play campaigns, also if anyone wants to suggest different formula for determine army weight based on speed feel free to comment it

Known Issues
none currently but havent play tested much yet
16 Comments
Redfog  [author] 16 Jul @ 2:17pm 
then you have 1 army that can deepstrike a settlement like 1-2 provinces away, i dont really think thats a problem and i like having single lords be able to move around my provinces quickly, if you want to change it you just need a pack file manager, all the effect bonuses are in the db/effect_bundles_to_effects_junctions_tables, you can change them to whatever you prefer
zane0 16 Jul @ 10:38am 
I see the reasoning, but this gets broken OP easily once you make a single lord a one man doom stack. The dragons alone are already super strong on their own. But others can easily be made extremely powerful with the right skills and items.

I still think you should consider reducing the range. Or at least, cap the maximum range so lords can't just jump around their provinces like crazy. Just my suggestion.
Redfog  [author] 16 Jul @ 4:53am 
generally the increased raiding amount is to make anything but a 20 stack raiding actually mean anything, raiding income scales with number of units so normally raiding with anything but a full stack is pointless, though it should be noted i have a raiding mod i made that i use that changes raiding income quite substantially and stops you retreating when you get caught in raiding stance like force march works, which means my raiding experience is very different to the vanilla one.
Small armies move so far because i want there to be a reason to have them, and its not that useful on the offensive for most factions because taking a settlement uses all your movement and you have to win the battles only using like 5 units (and even if you can do it you have to manual every battle you fight with them which can be a big enough time sink to discourage overusing them even it if was a OP strat which i dont think it is)
zane0 15 Jul @ 6:03pm 
@Redfog
I'm amazed that there's a mod at all that relegates movement range based off the speed of the units in an army. I'm interested in seeing how this works, although I'm still concerned about the logic of increased raiding profit by having less units. And the high movement range of single unit armies. Or even very small armies.

I mean, no matter how logistically well you manage an army, it still takes a set amount of time for someone on foot to reach a destination. Though I get it's easier logistically to move an army around if there are less men and equipment that needs to be moved and supply an army.

This mod, though does help build upon my desire to have multiple smaller armies working in tandem.

I've been watching and reading up alot on Napolean's Corps system and wanted to emulate a similar style into my game. There's already a user on Reddit whose practically dedicated his games to be as close as possible to the Corps.
Redfog  [author] 15 Jul @ 2:19am 
hertz only cares about artillery, and cav/chariots, everything else is the default weight. it also gives much smaller changes to movement points then this does currently. and it does work with custom units and it should work with anything that would change their unit speed on their unit card like techs, items and skills. code wise it is literally pulling the value of the speed displayed on the unit card so anything that will change that will work with this
zane0 14 Jul @ 7:08pm 
What's the difference between yours and Hertz's movement mods in terms of movement calculations?

And is your mod compatible/work with unit mods like Mixu's by accounting for their custom unit's speeds?

And does your mod work dynamically by accounting for increases in unit speeds from effects such as items, tech, and skills or is it all reliant on the base speed of each unit?
Redfog  [author] 12 Jun @ 2:38am 
if you get attacked by a solo lord and two reinforcement armies, you should be able to kill the lord and end the battle as long as the reinforcement armies havent arrived yet, also ive never had the AI do that to me though i have done it to them, as for retreat distance sometimes armies do just retreat a million miles away, im not sure it actually cares about movement range when a army retreats
Cela 11 Jun @ 10:49pm 
cool mod but I've encountered one annoyance. Solo Lords have too much movement speed and the AI often has a small force/solo lord along one or two big armies that will easily catch your army, while the other two will force march to reinforce. I've also noticed small forces retreating when attacked by an overwhelming force can move very significant distance, but that may actually be realistic, albeit a bit annoying
Redfog  [author] 23 May @ 5:08pm 
it does yeah, it literally just takes the current speed stat of the unit as shown on the unit card, so it should work with every unit, it also takes into account speed increasing effects that will show on the campaign map unit card like skills and item buffs
Walkabout 23 May @ 3:49pm 
does it work with modded units i.e. have you based this on unit type as opposed to specific unit stats?