Total War: WARHAMMER III

Total War: WARHAMMER III

Lore Series: Hertz Dynamic Movement Range
30 Comments
AETERNA 9 Jun @ 5:38am 
Oh man, this takes me back to early TW! I've longed for this! Laughs in Brettonian.
krassian 30 May @ 3:54pm 
@Autumnchain

In what universe? Any actual historical examples that you can provide to back up that claim?
Autumnchain 24 May @ 9:17pm 
Shouldn't Cavalry slow an army down on the campaign map? Infantry have always had stronger strategic (campaign map) maneuverability since humans on the march can outdistance horses over long periods of time.
Jeppyson 9 Mar @ 9:40am 
Dwarfs be like:

-120% move range for being midgets
Dean Winchester 6 Mar @ 12:09am 
If you ever update this, consider allowing users to configure the bonus through MCT.

I feel the bonuses are too small to really make an impact, and I had full cavalry armies.
Cascade 16 Nov, 2024 @ 4:00am 
Great idea. I think increasing the percentages both ways even more would be amazing. I feel like a full cavalry army should move at least 100% as far as infantry in the same time
Askalon08 18 Oct, 2024 @ 11:05pm 
great mod, just wanted to let you know that the script throws an exception as soon as you select the master engineer of the dwarves, e.g. at the beginning of Thorgrim's campain.
Dizzy Ioeuy 13 Jul, 2024 @ 4:40pm 
LOVE this mod
Admiral Spyre 15 May, 2024 @ 6:39am 
great mod, love you dude
AceTheGreat 24 Apr, 2024 @ 5:33pm 
Mod still works
WitcherHammer 6 Mar, 2024 @ 12:15pm 
Is this mod still working?
@zane0 Can you add your mod in the workshop? Really interested with your changes.
zane0 7 Jun, 2023 @ 7:51pm 
Hey Hertz, I've been modifying your mod in order to add de/buffs to reinforcement times as well. It would make sense fast/smaller armies being able to arrive as reinforcements faster or slower based on your mod's calculations. Let me know if you're interested in taking a look at my additions and want to add it officially.
zane0 3 Jun, 2023 @ 4:06pm 
May need to update the mod to account for fly war machines like the Sky-Junk and Gyrocopter.

Checked the mod and they both reduce movement range of the army. Not as much as artillery, but I'm trying to make a scouting army full of fast units like cavalry and the sky junk is lowering my movement range.
Mumion der Unsterbliche 5 Nov, 2022 @ 10:19pm 
News ?
Katakora 4 Nov, 2022 @ 1:25pm 
works fine for me on 2.2.1 IE
WarEmperor 21 Oct, 2022 @ 11:31am 
does this need an update?
airmorrison1234 29 Aug, 2022 @ 7:42am 
this glorious mod takes me back to the rome 1 days
airmorrison1234 29 Aug, 2022 @ 7:39am 
does this still work in IE?
Solaire 25 Aug, 2022 @ 9:58pm 
Im sure you know
Solaire 30 Jun, 2022 @ 12:04pm 
Keep up the good work king
Solaire 27 May, 2022 @ 2:05pm 
Can't wait to see this updated.
Forlorn 4 May, 2022 @ 4:57am 
This mod seems really good, but I think you should make certain exceptions for some units.

For example, skull cannons of Khorne are technically artillery, but, they have a movement speed of 70 and are as fast as most cavalry in the game.

Either make it so movement speed is used to calculate movement range, or, have a list of units that are special exceptions like the skull cannons.
Harabec 29 Apr, 2022 @ 4:31am 
My opinion to 秋Young's question is that you should only be as fast as your slowest unit. Otherwise for a realism mod the cavalry would be arriving at the battle 2 weeks ahead of the artillery. Unless the notion is that the cavalry is pulling the artillery (As well as carrying their armour clad owners)
Nox 28 Apr, 2022 @ 11:56am 
Awesome Mod! Does it work in multiplayer campaign?
8 Hertz WAN IP  [author] 24 Apr, 2022 @ 10:59am 
Should work the same as cavalry. Report if you find any outliers
lachiemck 24 Apr, 2022 @ 5:47am 
Any difference in movement rate due to flying units, or just the same as cavalry?
8 Hertz WAN IP  [author] 24 Apr, 2022 @ 3:00am 
Yes you can balance your army using cavalry to offset the "deceleration" of the artillery.
秋Young 24 Apr, 2022 @ 2:26am 
Can cavalry acceleration offset artillery deceleration?
8 Hertz WAN IP  [author] 24 Apr, 2022 @ 1:38am 
No this should not conflict with any other mods. It will be fine
flameshroud 23 Apr, 2022 @ 4:35pm 
quick question, would your mod conflict with a mod that boosts a factions movement range inside their own regions?