Total War: WARHAMMER II

Total War: WARHAMMER II

Lore Series: Hertz Dynamic Movement Range
39 Comments
R-A-B 1 Jan, 2022 @ 6:31pm 
Redfog - as someone that recently played a Grom Campaign without such a mod I noticed Waaagghh armies have their maximum movement slowed by default.
Redfog 21 Feb, 2021 @ 10:30pm 
when you get a Waagh as greenskins im fairly certain the extra stack counts as having 40 units and therefore all your stacks become painfully slow. Is it possible to stop this happening?
ManicMillennial 12 Feb, 2021 @ 5:37pm 
how does this affect the skaven? since vanilla skaven don't seem to have any cavalry (iirc), will they only slow down from the artillery?
TBoneSteakly 9 Feb, 2021 @ 9:00pm 
You subtitled the features section with "Full Garrison Control". In other news, I *love* your mods.
Rustic Clover 8 Feb, 2021 @ 12:26am 
Will this be updated to include flying units as cavalry for faster armies?
문돌이 21 Jan, 2021 @ 9:14am 
Steam tank is count as arty or calvary?
Redfog 14 Jan, 2021 @ 12:28pm 
the weighting on this seems kinda weird but it might just be because it doesnt take into account flying units as fast, i had a army made up of bats, varghiests and a unit of blood knights and it was -5 movement range which doesnt seem right
8 Hertz WAN IP  [author] 29 Dec, 2020 @ 3:51am 
Vortex campaign now correctly counts the units and applies the effect bundle correctly.
InquisitiveBard 23 Dec, 2020 @ 2:02pm 
F*CK YEAH! Sounds dope! Thanks man!
8 Hertz WAN IP  [author] 23 Dec, 2020 @ 1:57pm 
@Taasrin,
I'll check it out. This mod also has some issues with the vortex campaign so I will need to check it out anyway.
Currently finishing up something cool.
Something involving garrisons
And taking these garrisons out of the settlement.
And then moving them around.
InquisitiveBard 23 Dec, 2020 @ 12:48pm 
@8 Hertz WAN IP Hey man! Quick question. I'm trying to fine-tune my collection and make sure I don't have any conflicting mods. There's another mod I've been using for a while that I am wondering if it conflicts with this mod, or if they are outright incompatible. Could you take a gander for me if you have time and let me know? Thanks man!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1157918690
hi3r0ph4nt 22 Dec, 2020 @ 11:07am 
Do you think you could add to reinforcement range too? Faster armies have a larger range?
Fundayz 21 Dec, 2020 @ 7:27pm 
Gonna test this out, but it could a be a must-have if it works properly.
8 Hertz WAN IP  [author] 17 Dec, 2020 @ 11:38am 
This mod works, im playing with it now. Could be a possible mod conflict, there isn't even an effect in this mod that could possibly do this.
Supah-Pirate Slugga Boy 17 Dec, 2020 @ 11:33am 
This doesn't work, all it does is give skaven 300% movement while limiting everyone else.
Mr. Tarzan 16 Dec, 2020 @ 6:55am 
@pascal.difolco IRL as in: In real life in our real world in our real time some thousand years ago?
Well, yes. An army is both aided and hindered by logistics for sure. But what's the slowest type of unit. Artillery. It's a lot of gear and materials that needs to be transported. But, what if said army had some huge lizard mules to help carry those things? Surely then, the marching speed of said army would be increased.
pascal.difolco 16 Dec, 2020 @ 5:40am 
@Hawkins but then IRL all armies march to the speed of the slowest unit, eg their supply wagons (not present in game), and then the whole mod ideal falls apart ..
Mr. Tarzan 15 Dec, 2020 @ 11:42am 
@pascal.difolco Actually that would make sense. An army needs to carry a lot of equipment and supplies. Birds aren't strong, so you can't just load everything unto them. However, the stegadons can carry a lot while they're mobile, so the army will move faster.
Guvenoren 15 Dec, 2020 @ 10:35am 
Interesting idea. Not sure if a lot of these things makes logical sense though. How will the AI play around it? Also, dwarfs will be really fast with Grombrindals skills in campaign.
Drakken 15 Dec, 2020 @ 6:35am 
So... as dwarfs slow and steady wins the race...
SirFalger 14 Dec, 2020 @ 8:00pm 
ooooo intresting
Lovebus 14 Dec, 2020 @ 2:14pm 
Any chance of giving sailor units like corsairs and lothern seaguard movement bonuses? Seems strange to pack a bunch of cavalry units onto boats.
8 Hertz WAN IP  [author] 14 Dec, 2020 @ 12:02pm 
Hey now don't get cheeky with me
pascal.difolco 14 Dec, 2020 @ 11:50am 
hmmm 19 stegadons r giants go faster than 20 hawks ? weird ...
8 Hertz WAN IP  [author] 14 Dec, 2020 @ 7:04am 
An army weight of 20, so no added or subtracted army weight due to cavalry and/or artillery with a full 20 stack
cybvep 14 Dec, 2020 @ 7:03am 
What is a "perfectly balanced" army with minimal penalties?
8 Hertz WAN IP  [author] 14 Dec, 2020 @ 6:22am 
Yea this should be compatible, can't speak about balance though
<blank> 14 Dec, 2020 @ 6:18am 
Will this be SFO compatible?
8 Hertz WAN IP  [author] 14 Dec, 2020 @ 5:00am 
Stegadons (artillery variant) are classified as monster units and not artillery so the mod currently does not weigh them as such
mtegui 14 Dec, 2020 @ 4:55am 
How does the mod weight monster artillery like stegadons?
Grzegorz Brzęczyszczykiewicz 14 Dec, 2020 @ 3:41am 
Thank for the answer! Man, every mod that i've seen from you and your team, was really helpful to balance out the game and make it more flavourful. Keep doing what you're doing. Happy new year to you :)
8 Hertz WAN IP  [author] 14 Dec, 2020 @ 3:37am 
Yes the AI uses the same values and unit weights
Grzegorz Brzęczyszczykiewicz 14 Dec, 2020 @ 3:36am 
But does this work for the AI?
Grzegorz Brzęczyszczykiewicz 14 Dec, 2020 @ 3:35am 
Wow, seems like an amazing idea to prevent snowballing. Gonna test it out!
8 Hertz WAN IP  [author] 14 Dec, 2020 @ 12:03am 
I mean, dwarfs have short legs and are not very fast
creature_of_chaos 13 Dec, 2020 @ 8:26pm 
I really like this idea, but how will it work for Dwarf factions? As they have no cavalry
cybvep 13 Dec, 2020 @ 6:25pm 
Does it affect the AI? What are the unit type modifiers?
8 Hertz WAN IP  [author] 13 Dec, 2020 @ 4:35pm 
As long as the classes have been setup correctly, yes this will work with modded units and agents
Snek 13 Dec, 2020 @ 4:33pm 
So this will provide a compelling reason to have all-mounted rapid response armies? Sounds great! Does it work with modded units and agents?