Total War: WARHAMMER II

Total War: WARHAMMER II

Underway Expanded [Kinda Beta?]
108 Comments
StreamLined 14 Jun, 2021 @ 4:04pm 
That's understandable, there are a lot of things that take priority and I hope they go well. I look forward to that revamp whenever it may happen, and thanks for the quick response.
Groove Wizard  [author] 14 Jun, 2021 @ 3:55pm 
It's not abandoned but I don't have much time to mod nowadays, and have been prioritizing other things instead for the past recent bit. I do plan on going through and revamping it, I just don't have any solid timeline on when that'll be unfortunately.
StreamLined 14 Jun, 2021 @ 2:05pm 
I realize this is a loaded question ,but I feel the need to ask, is this no longer being supported? As far as I can tell it doesn't work for most people, myself included, and hasn't for a while with little to no mention of an update or fix. It's fine if it's no longer going to be developed but I'd prefer to have a concrete answer rather than speculate.
B L A C K 23 Mar, 2021 @ 7:44pm 
Can I ask why the button for underway ui is not working?
Groove Wizard  [author] 22 Mar, 2021 @ 3:48am 
The ai does not use the world roots mechanic, no
Jorge III 21 Mar, 2021 @ 7:19pm 
Would not updating this to use/duplicate the magical forest roots mechanic of the hippie elves allow the AI to use it?
B L A C K 3 Mar, 2021 @ 1:06am 
What a great mod and it's potential is enormous. Too bad it's not working
B L A C K 2 Mar, 2021 @ 6:12pm 
Is this working?
三上又亚 28 Feb, 2021 @ 10:52pm 
nothing happened when use the button
tlauen 6 Feb, 2021 @ 7:37am 
Like LonelyArchangel, I get the buildings, the buttons shows, but when trying to actually use the underway, nothing happens. The mechanic is awesome, and just what I was looking for when playing dawi. Hopefully it'll be fixed :)
kinngrimm 23 Jan, 2021 @ 4:55am 
this is the kind of mod i always found great. Breaking up the usual gameplay and trying out soemthing different. Thanks i will have a go with it with my next dwarven or greenskin campaign!

btw if this would be D&D, darkelves would need this =) ... and then i would need a 2 handed legenadary lord with a black panther as companion ^^
The Baron 12 Jan, 2021 @ 1:41am 
@Vandy I really like the overall idea of the mod - the concept of changing how underways work. I always found it rather stupid that on the map. The best example of how CA don't really design their games properly - is the fact that this can be used to jump over and avoid city garrisons and sneak 'behind lines' and bypass forts which their whole point is to hold choke points with only armies being able to 'catch' this type of movement.

Is there a way to keep the underway mechanic as is but still make it work if it calculates that the player is in a valid territory and jumps to a valid territory? thus disabling the feature for most regions but still allowing free usage of it in mountain ranges and their surroundings?
LonelyArchangel 6 Jan, 2021 @ 8:32pm 
Is this mod still supported? The underway still shows, but every time I try to use it nothing happens.
快乐树骑士团 15 Dec, 2020 @ 3:49am 
What a sad news
Groove Wizard  [author] 15 Dec, 2020 @ 3:47am 
Can, sure, I won't be doing that
快乐树骑士团 15 Dec, 2020 @ 3:16am 
This is great. Can it be applied to all factions?
Groove Wizard  [author] 11 Dec, 2020 @ 4:37am 
I don't want my mod to just be a copy of another mod, haha. It's going to remain as it is in big part, but the next update is going to make underway links more flexible so you can create/lose them as time goes. Rump's mod is a good one, and you guys are free to choose between which one better suits your tastes and playstyle :)
Earendel 11 Dec, 2020 @ 4:10am 
Hello, thanks for your mod, very great work. If I may suggest some changes doing underway thingy as in the mod of Rumpl4 but on the historical dwarfs lands only and keeping underway stance, please
Bad Distraction Carnifex 6 Dec, 2020 @ 10:25pm 
Oooooh I was just thinking this kind of system tied to owned Undercities would be really, really nice.
Groove Wizard  [author] 4 Dec, 2020 @ 1:06pm 
Updated for T&T, further update in the near-to-distant future that's still slowly in the works
Groove Wizard  [author] 26 Nov, 2020 @ 8:31am 
@Mega - nop
LemurKing 26 Nov, 2020 @ 5:51am 
Dyou need the UI modding framework for this?
Jerryno01 29 Oct, 2020 @ 7:43am 
What about merging this one with the one made by Rumpl4 ? Maybe while mainteining the underway stance
Vahamon 29 Aug, 2020 @ 5:26am 
I like it, did you see the other mod that rebuild the underway too Vandy? I use them both, pretty nice reason to go out an conquer the other Dawi, I just do it for the greater good, we must rebuild the Underway! Thank you for your sweet dwarven mod.
Darkwolf 27 Jul, 2020 @ 5:59am 
Roger. thanks.
Groove Wizard  [author] 27 Jul, 2020 @ 5:08am 
1) no, should be disabled
2) sounds like a bug!

This mod is due a rewrite from the ground up, just haven't gotten around to it yet with a couple other big projects :)
Darkwolf 27 Jul, 2020 @ 4:45am 
Hey question. I know this modifies the underway. But:
1. Is Belegar supposed to still have his normal underway stance.
2. Sometimes the normal underway is in the stance menu, and sometimes it isn't.
Any suggestions?
hi3r0ph4nt 23 Jul, 2020 @ 11:52am 
I've played around with it, and I think the 300 gold upkeep for the basic underway is way too harsh. Early game, you lose a huge boost in mobility needed to defend an area that is designed to be traversed with the underway (marching is way too slow) and you don't have nearly enough supplemental income to be able to endure 600+ upkeep. Not to mention you lose a slot in the capital which you might have used for a toolmaker instead so it's more like 1000 upkeep. I would rather make the later levels more expensive or penalize the first level in some other way, say increasing intereception chance. Anyway, great idea, the original Underway is a waste of potential as to what it could be and this moves in the right direction.
hi3r0ph4nt 20 Jul, 2020 @ 9:26am 
Any chance of adding compatibility to the Chaos Dwarves mod?
Groove Wizard  [author] 8 Jul, 2020 @ 2:11am 
Yea, I'm gonna add Skaven support in the futurr
Nathan Yarrick Lent 8 Jul, 2020 @ 12:39am 
Well,really cool stuff. But what about the Skaven? They can have Underway,maybe in future? I mean,they're literally built under...world,or whatever-Under-Empire-can-be-called. So why not?
Groove Wizard  [author] 6 Jul, 2020 @ 2:37am 
That's a static on/off toggle, not dynamic, unfortunately. It either is available in a region the entire campaign, or isn't
Noin Trongaz 6 Jul, 2020 @ 12:15am 
Vandy, I thought it might be possible as I thought that in Ulthuan there is no underway. Or am I wrong?
Groove Wizard  [author] 5 Jul, 2020 @ 3:03pm 
All good mate, criticism is welcome!
Captnlarry 5 Jul, 2020 @ 2:41pm 
i was not trying to be a critic was trying to be helpful with some ideas still mod is looking good so far
Groove Wizard  [author] 5 Jul, 2020 @ 5:38am 
I've put a lot of thought into how this mod could work. AI simply won't happen in any enjoyable way. I cannot disable stances on a per-region basis dynamically, I cannot enable them on a per-region basis dynamically, I cannot restrict underway to one direction or between two points. I don't really want to reduce this mod to "just more vanilla Underway stance", this mod is entirely founded on my dislike of that mechanic :P

The plan as it stands is to rewrite how underway connections are established, using under empires and buildings and establishing routes that way. UI will remain, though it'll get rebuilt with some help from an artist so it'll be, well, better. Greenskin and skaven support will come at the same time. Will also be resolving those crashes that will occasionally happen when you leap
Noin Trongaz 5 Jul, 2020 @ 2:43am 
Hello, I have an alternative idea which might work for the AI as well:
1. Restore the underway stance. Make the distance a lot longer (maybe twice the possible length of the vanilla implementation. You can also make underway stance add +10% to the upkeep of the army to simulate additional costs.
2. Make underway unavailible on ALL the regions by default.
3. Make the regions with a built underway Gate the only locations where you can use the underway stance.
So this way you can traverse the locations with rebuilt underway Gates very fast and go from one end of your empire to the other in a few turns. However, the AI will be able to use this system as well! And no complicated UI is required.

PS: today I finally tried to use your underway system and the game immidiatly crashed. :(
Captnlarry 1 Jul, 2020 @ 10:05pm 
It sounds like alot of work but it seems to me like mostly copy and past and changing the too and the from variables (I'm new to modding so forgive me if this is not accurate at all but I do know how programming works roughly)
Captnlarry 1 Jul, 2020 @ 10:04pm 
How about rename default underway stance to tunneling and shorten the range then remove it from greenskins. Then add a new underway stance set up as per this mod to the orcs and dwarves. If I understand it right your mod has the unit when going into the tunnel face a custom dilema/menu to route them to the other locations like a teleport right? What about adding closer locations as well that are limited to their entrance and their exit only routes them back to the entrance or also connects to their entrance. (Like a hub) for example let say 3 main highways like what is currently in. Well tunnel 1 has access to tunnel 2 and 3 and tunnels a1 a2 and a3 tunnel 2 does not have access to tunnel a1 but does have access to tunnels b1 b2 and b3 and so on. Tunnel A1 only has access to tunnel 1 or if you want tunnels a2 and a3 as well.
Noin Trongaz 25 Jun, 2020 @ 1:01am 
Hello,
today I got an alternative idea. I played a bunch of Dwarf campaigns and there is one problem (which is a general problem in Mortal Empires) - you always end up fighting the same enemies. I never managed to get revenge on Malekith for example, because he is just freakin too far away.
Would you be interested in making an alternative version where you are capable of discovering a hidden ancient underway leading to Lustria? For example from Karak Zorn?
Meuhoua 19 Jun, 2020 @ 5:37am 
As 진Revelation, i think that could be interesting to keep the vanilla underway mechanic but nerf the range allowed (just enough to jump a "mountain wall"), remove some underway-friendly region (orc badland for exemple) and may be rethink the underway interception mechanic to advantage the one initiated by your mod.
Revelation 17 Jun, 2020 @ 5:29pm 
- I'm totally in love with this mod XD
Revelation 17 Jun, 2020 @ 5:29pm 
Been thinking about the Tunneling stance thing, maybe it could be represented in game by simply extremely limiting the distance they can 'jump in the stance, because tunnels. funneling an entire army would take time, also if they are in hostile regions maybe it could be less than owned regions? the reason is perhaps they don't have tunnels there? not sure if you could create a building in the under-cities that make that jump bigger. but yeah, thats my rambled thought on it.
Revelation 12 Jun, 2020 @ 7:33pm 
I love this mod so much, thanks dude :)
Groove Wizard  [author] 10 Jun, 2020 @ 4:25am 
Hey mate. The AI will build the buildings, but they won't use the teleportation mechanic

I'll have a look soon on the no-travel bug, it's a hard one to pin down, seems to vary from person to person and location to location.

As for the design feedback - I agree, it's not in the best state right now. I wanted to expand the mechanic out shortly; use a tie-in to the Skaven UnderEmpire system, so dwarfs can build underways in other settlements and what not, and make more fluid connections instead of being stuck to predetermined links
TheFirstThunder 10 Jun, 2020 @ 4:12am 
I see, I just read the instructions of the mod, and now I understand lol. But I have some questions! You say the AI will probably not make use of this feature. Does this mean that other dawi races will not build the tunnels in their provinces so I can travel to an ally province? The AI Greenskins will ever try to invade my provinces trough the tunnels? (sorry I didn't understand this part)

I like the idea, but I thought this was going to work more like a "fast travel" ability. The tunnels are a bit expensive to build and they occupy a build slot in my province capital. And without the default underground travel, it seems like a disadvantage for the Dawi.
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Ok, I just build a connection between two of my own provinces, I selected my destination on the map, but nothing happens. My army is still in the same place.
Groove Wizard  [author] 9 Jun, 2020 @ 4:32pm 
Hey mate! That's intentional, this mod almost entirely cuts out the default Underway/Tunneling stance and replaces it with this new system.
TheFirstThunder 9 Jun, 2020 @ 3:52pm 
I think that your mod is messing with the "use the underground" default stance. I disable it and started a new campaign (my save game won't load) and it works again. Could be a conflict with another mod as well.
TheFirstThunder 8 Jun, 2020 @ 10:37am 
My next Dawi campaing will be awesome with your mod! thanks mate.
Groove Wizard  [author] 21 May, 2020 @ 5:21pm 
Updated for Fatman & Batman