Total War: WARHAMMER II

Total War: WARHAMMER II

Lore Series: Hertz Dynamic Supply lines
89 Comments
Haerzog 5 Nov, 2022 @ 6:41pm 
The mod also needs a carve-out for wood elves. Impossible to operate using the world tree network properly unless you are going there explicitly to conquer the local province. This precludes taking advantage of most of the confederation quests.
TBoneSteakly 15 Jun, 2022 @ 5:12pm 
shoud be increased
J 15 Jun, 2022 @ 3:09pm 
shoud be reduced
LIBRA 16 Dec, 2021 @ 2:37pm 
Could someone update it ?
Metamorphosis 18 Nov, 2021 @ 3:41am 
Makes low-economy factions unplayable and sacking profitless, especially for factions that don't operate on supply lines in the lore like greenskins and norsca. Have fun leaving your territory for two turns for a 3000 gold sack city and your upkeep quintuples.
TBoneSteakly 18 Sep, 2021 @ 8:59pm 
Is it possible to include vassal, or perhaps even allied settlements, to the upkeep calculation?
Zzz 5 Sep, 2021 @ 7:04pm 
I was wondering if you could add something to this mod so that when your army is in raid stance it reduces the upkeep penalty, simulating the army living off the plunder and foraging during raiding.
The reason I think this is a good idea is that the upkeep penalties scale up pretty damn quick, even when your army is still within a province or region that you own, sometimes making it near impossible to attack anyone because your money would drain so quick that it is unfeasable to actually send your army out. Something that could take the edge off a bit would help immensely.
Drakken 23 Jul, 2021 @ 6:05am 
I love the mod, but IMHO there really should be a cap. It would not really cost 3-5 times more to supply an army at a distance since they would have left with all of their supplies for the campaign as soon as they left friendly territory. I am thinking 2.5 times upkeep might be a good place to cap the costs at.

Thanks for all the work you do!
Numahr 14 Apr, 2021 @ 11:51am 
This is a gem of a mod. Please keep it updated :)
Leaf 5 Apr, 2021 @ 3:21am 
does this work with supply lines reworked mod? if not is this better?
Numahr 3 Apr, 2021 @ 1:12pm 
Great mod!
How does it work in its current form with the latest updqte?
Mike 3 Mar, 2021 @ 11:31am 
Having played with this mod I love it but I have found a small problem when playing as the Wood Elves, Drycha specifically. The upkeep penalty is just unplayable when you want to interact with the forests further away, I'm talking 14k+ for my army I sent the the Gaean Vale.

TBoneSteakly 9 Feb, 2021 @ 9:09pm 
You subtitled the features section with "Full Garrison Control". In other news, I *love* your mods.
Nahrime 3 Feb, 2021 @ 11:26pm 
Hey, really loving your mod. Have an idea about making skaven able to resupply from undercities though. Currently right beside an undercity im getting +%30 upkeep. I thought it'd be cool. Thank you for your work man!
Captain Freakout 25 Jan, 2021 @ 8:14am 
This is a really good mod, and I agree with a few comments here that I think would make it even better. Adjustments per faction might be too much (also considering all the modded factions out there), but some general tweaks to make it less harsh would be really good. It's quite difficult with factions that have smaller economies at the beginning of campaigns to invade neighboring regions, and the offset, that you'd have cheaper defensive armies, doesn't really make a difference when you're at war with another minor faction or even a major faction that's still relatively small. I think it makes the campaign beginning a little too static for a bit too long, and I don't think it'd give factions that start with more solid economies too much of an advantage. In fact, it would balance the situation I'd guess, since they / you could go ahead and invade earlier on, as in the regular campaign, and you'd make use of your cheaper defensive armies since the start.
Randomguy 24 Jan, 2021 @ 11:52pm 
This is a great idea in principle but really needs to be customised per faction playstyle in order to work in practise, in addition to taking into account many other variables. I am sure this will be a WIP so thanks for all the hard work you are dong for this community! :)
Violen 15 Jan, 2021 @ 7:56am 
Realy liked this mod for my elf campaign, However now on the grom's campaign it feelz like an arbitrary handicap. The orc's seem to play atlot like a Roaming faction, You want to find the best Lootin and fightin, Not protecting a bunch of territory.

Also this does not seem to take underways into consideration, Making an army's Cost 40 to 50% more even tho they are just one underway jump away.
Baring all that, I feel like the Cost increases are a little to steep, I was getting 20% higher upkeep even tho i was right next to my Territory.

Still tho, For the high elfs this is perfect, Made there vortex campaign alot more interesting then it otherwise is.
Rythir 14 Jan, 2021 @ 9:41am 
I absolutely love this mod. This allows me to have a defensive force so no more random AI marching along and hitting undefended settlements.

J 7 Jan, 2021 @ 2:16am 
should work with allies/vassals.:steamthumbsup:
Roaming Wolf 3 Jan, 2021 @ 9:43am 
This is a great mod and has alot of potential. Is it at all planned to allow Skaven under empires to either count as a friendly settlement or at least lessen the supply line upkeep cost?
8 Hertz WAN IP  [author] 2 Jan, 2021 @ 4:51am 
@Athreon,
This is planned but will be quite a bit of work to work and be optimized. So will be included with the next update, along with raiding stance and worldroots support, next to some general balancing
Athreon 29 Dec, 2020 @ 8:25am 
Great mod, really enjoying the change in how it makes the game work. I was wondering, would it be possible to make it so that allied settlements affect the supply line as well? As it stands, it's very difficult to send armies to support allies on their frontlines.
Rumpled Foreskin 28 Dec, 2020 @ 9:54pm 
Thanks for this mod. I've enjoyed it so far, but as others have suggested, I think adding an upper bound to supply lines would be useful. Playing as Eltharion and trying to wipe out Grom, the upkeep on one of my armies is +97% and I'm only at Deff Gorge. It seems this mod forces constant expansion, but I think there's a sweet spot to still allows expedition armies to exist without making their upkeep impossible to maintain.
☸𝕵𝖔☸ 26 Dec, 2020 @ 6:34am 
Hello I have a suggestion. I dont know if that would be possible to do but here it is:

The dynamic upkeep should be based on the nearest developed settlement, so low level settlements give higher upkeep penalties and high level ones give upkeep reductions based on how close you are to them.

I think this would fit the idea behind this mod and penalise fast expansions more, which make sense.
Vollhov 25 Dec, 2020 @ 2:01pm 
@Deornwulf I agree.
It's best to return the additional upkeep for creating a new Army. The fact is that the mod removes penalties for the Army.
[R|☆] Wonko the Sane 25 Dec, 2020 @ 12:21am 
Not at all sure how feasible this would be, but adding a building which enables the supply distance mechanic might be a way to reign in the power. Would help slow down expansion slightly and consume a building slot. You could also add an upkeep to the building if it still felt over-tuned.

Love the mod :)
Deornwulf 24 Dec, 2020 @ 9:16am 
The mod is great but makes it too easy to field a ridiculous number of armies once an Empire's economy really starts humming.

Would it be possible to include increased costs that kick in when the number of armies gets too high or is far greater than the number of provincial capitals controlled?
AbortedMan 22 Dec, 2020 @ 8:04pm 
This mod is great. Some unsolicited feedback: Not sure if it's possible, but a cool change would be to calculate the upkeep debuff based on how far your army is from an owned/captured capital (not just your starting one), or make it so you have to upgrade the capital to level 2/3/4 before it counts as a viable supply line source.
VoinS 21 Dec, 2020 @ 11:21am 
I was looking for a mod to disable supply lines, but this is even better
Chera 21 Dec, 2020 @ 10:06am 
Feedback during a H2H campaign, Throt vs Sisters: The mod makes the game a lot easier. You basically have near permanent -5% upkeep on all armies, often -15%, if you expand "normally". I think making the upkeep dependant on the center of your realm or (more probable because the former seems impossible) distance to your capital. Right now, expansion does not punish your logistics at all.
InquisitiveBard 20 Dec, 2020 @ 8:01pm 
@semillakan6 388%?!?! 😱🤯

Yeah that waaaaaaayy too high. I think a minimum and a maximum value would be more fitting as well.

That sounds impossible to pay for lol 😅😆
semillakan6 20 Dec, 2020 @ 7:39pm 
Adding to my previous comment I think implementing a hard max value would be good
semillakan6 20 Dec, 2020 @ 7:38pm 
I like the idea of the mod but it's broken with the Wood Elves I get %388 upkeep because I used the world roots to get to my quest with oreon's camp
打的就是你的脸 20 Dec, 2020 @ 7:07am 
bug: conflict with Alberic: Lord of the Seas
LooseNooseZeusMooseGooseJuice 20 Dec, 2020 @ 6:40am 
seconding that this mod causes conflicts with mods that give LLs shipbuilding mechanics from other mods. 100% certain.
InquisitiveBard 18 Dec, 2020 @ 8:38pm 
But*
InquisitiveBard 18 Dec, 2020 @ 8:34pm 
@Drakken There's a possibly multiple values from different modifiers are stacking. I think this mod is using some custom tables and it's just throwing a percentage to it. Percentages can apply to anything. Like if your army suffered a campaign debuff that is stacking with this. I'm not sure, not just food for thought.
Drakken 18 Dec, 2020 @ 8:17pm 
I had one army that was +43%...
daminnous 18 Dec, 2020 @ 4:02pm 
Doesn't that make the campaign too much easier? This is the impression I have, I would like to have opinions.
8 Hertz WAN IP  [author] 18 Dec, 2020 @ 12:14pm 
Excluded Norsca from dynamic supply lines until I do another pas of the script and add stuff like raiding stance into the mix.
InquisitiveBard 18 Dec, 2020 @ 7:59am 
I think it ranges from a -15% to +15% but I'm not entirely sure.
Drakken 18 Dec, 2020 @ 7:39am 
Is there a maximum increased upkeep?
InquisitiveBard 17 Dec, 2020 @ 12:21pm 
@Captnlarry Somebody else will probably have to make an SFO compatibility submod. Hertz is making an entire mod series that looks to be balanced around vanilla. The man will already have his hands full.

If it helps though, I am using Radious and they work. There are some small balance factors, but, they're minor enough to not upset the game. They actually make it, hmmm, more dynamic! lol :D
Captnlarry 17 Dec, 2020 @ 12:00pm 
when sfo is updated, are there any plans to make an sfo submod?
Guts 17 Dec, 2020 @ 3:11am 
"Join SFO or DIE"
Cyresdog 17 Dec, 2020 @ 1:29am 
You should really try to get a spot in the SFO team, almost all of your mods are high class shit, and i think the decision between your mods and SFO will put you in a worse spot.
But yet again, your mods are insanely good, especially this one. Will new races follow tho?
Gregers Down Under 16 Dec, 2020 @ 2:40am 
See this in grim hammer would be amazing
IfThenOrElse 16 Dec, 2020 @ 1:42am 
Cool Idea! Could you make this adaptable based on buildings? e.g. Only works in a region with roads.
Some form of investment to stop players just grabbing an isolated and underdeveloped settlement for the buff would make this mod even more meaningful!
Guts 15 Dec, 2020 @ 11:14pm 
I love this mod
Carnage for Khaine 15 Dec, 2020 @ 10:05pm 
@8 Hertz WAN IP
this mod is a very brilliant idea, but it is not compatible with:
Wulfrik: Wanderer of the Sea - Updated!
Black Ark for Lokhir Fellheart - Updated!
Alberic: Lord of the Seas - Updated!
and make their additional unique lords hordes disappear.
Is it possible to make them compatible? many thanks.