Total War: WARHAMMER III

Total War: WARHAMMER III

Higher Reinforcement Range
49 Comments
nopunctuation  [author] 29 Sep, 2024 @ 3:49am 
If you are using the method this mod uses to expand reinforcement radius it wont work, since it appears (though I have not 100% confirmed it) you cannot reinforce across provinces.
You might be able to do it with scripts or you could make the lord a summon for other armies
Phant3on 28 Sep, 2024 @ 3:59pm 
i try to make faction leader can reinforce all the battle from anywhere , like faction leader in lustria and reinforce settlement siege in cathay. seem it doesnt work
Vurcingetorix 15 Sep, 2024 @ 10:07pm 
Thank you, thumbs up and award sent!
nopunctuation  [author] 9 Aug, 2024 @ 10:17am 
Phant3on, this is applied automatically, you dont need to do anything (if thats what you asked), otherwise some effects (skills, thech, ...) may increase it slightly. If you're asking how to mod it to be larger, just open the file and change 'reinforcement_radius' in 'campaign_variables_tables' to a higher number (though it seams reinforcing across borders does not work that well)
nopunctuation  [author] 9 Aug, 2024 @ 10:16am 
Deejons, it applies to everyone

Thanks akeean!
Deejons 1 Aug, 2024 @ 4:53am 
Will this mod affect only the player's reinforcements or the AI's as well? I don't feel like facing multiple armies at the same time.
akeean 18 Jul, 2024 @ 8:34pm 
@Shadowslasher please read at least the description and latest page comments before commenting on a mod page. Getting hounded by spam comments like this make modders deactivate comment sections or abandon mods altogether. OP stated IN THE DESCRIPTION and TWO COMMENTS BEFORE YOURS that this mod won't ever require any updates.

Yeah, it's annoying the game mod loader gives cryptic warnings about mod updates, but it's completely braindead in how it "checks" for incompatible/outdated mods.

Just use Prop Joe (Steam) / Shazbot (GitHub) WH3 mod manager anyway, it straight up better (modlists and multiplayer modlist sharing via copy&paste) than what CA provides. Just start your game through it and forget about the vanilla mod manager and its warnings.
Shadowslasher 19 May, 2024 @ 8:34am 
update?
Phant3on 9 Apr, 2024 @ 9:35pm 
How to maximize reinforcement range ?
nopunctuation  [author] 31 Aug, 2023 @ 10:15am 
Thank you Psychooll for identifying the issue, I have implemented your fix (and also understand modding a little bit better)!

sentry, this is likley (but not guaranteed) to always be compatible with newer versions, Friendly Fire I am certain will never be incompatible with any updates

Mistersander1, I wont make it, but you can, just halve the values in 'campaign_variables_tables' from this mod. If you post it as a submod (just put an extra ! in front of the 'campaign_variables_tables' file name, and delete the other ones), I'll link it from this page
Mistersander 25 Jul, 2023 @ 7:50am 
Hi ! Could you create another version that increases it by half instead of this much ?
sentry 3 Jun, 2023 @ 5:02pm 
Love this mod & Friendly Fire. Are they both safe for 3.1? I think so but always good to check. Thanks.
Psychooll 10 Jan, 2023 @ 12:28pm 
@nopunctuation
i tested it with radious and indeed it doesnt work but i changed every "puncTwR" into "!!puncTwR" and now it works great. Very essencial mod for me a must have. Thank you author.
sentry 4 Dec, 2022 @ 10:29am 
Oh sorry I didn't mean the mod. I meant that the reinforcement radius didn't seem to be larger when I was sieging a city and attempting to reinforce myself. Maybe this is completely expected though because otherwise this mod works great.
nopunctuation  [author] 4 Dec, 2022 @ 2:42am 
I have not tested with radius, but total overhaul mods often change a lot of values, so are likely to conflict. It would be possible and easy to make a submod if you want, just make sure it loads before either mod, and make a file that overwrites whatever is incompatible.

Klax, I dont think so, I wanted that as well, but didn't find a way to do it.
sentry 13 Nov, 2022 @ 9:39am 
I'm not sure if this is working for me, radius seems to be unaffected when attacking a city. No conflicts reported.
D0omHammer 24 Sep, 2022 @ 5:25am 
need a Radious version please :)
奥威尔·切瑞先生 17 Sep, 2022 @ 11:48pm 
Why doesn't he work for me? Is he incompatible with Radio Total War Mod。
pfe 15 Sep, 2022 @ 11:26am 
Thanks for getting back to me! I appreciate the response. I will give it try just to see what's possible.
The Stiickk77 9 Sep, 2022 @ 1:52am 
Hey nopunctuation I continued to test this morning, and I also didn't get any crashes. I think I had several mods that messed up my save game in the new patch. Thanks for looking out!
nopunctuation  [author] 8 Sep, 2022 @ 10:49pm 
pfe, I don't think it's possible to control more than 40 units at the time (possibly excluding summons), if it is possible, I don't know how you would do it, sorry.
I think it is possible to make more units enter the battlefield at the same time though, if that was what you were thinking about (I would guess the "reinforcement_deployment_max_units_before_wait_on_same_request" or "reinforcement_deployment_wait_time_multiple_unit_queue" in the "_kv_rules_tables", though I haven't tested them). Give it a try if you want to change it, but I don't think I'll change it for this mod.

If you want more of your own armies on the field it is also possible to hand over control to the AI, this will allow your "faction" to field more than 40 units, if thats what youre after, but you won't be able to control (more than 40 of) them yourself.
nopunctuation  [author] 8 Sep, 2022 @ 10:49pm 
The Stiickk77, I have tested the mod again (with the newest patch) and did not get any crashes.
What were the circumstances when it crashed for you? Does it not crash without the mod?
pfe 8 Sep, 2022 @ 1:57pm 
Awesome mod. Question, how difficult would it be to include more army reinforcements on the field at a time. Currently it's capped to 2 armies or 40 unit cards I believe. Would it be possible to field like 60 unit cards or 3 armies?
The Stiickk77 8 Sep, 2022 @ 11:58am 
Hello! Love the mod, it really helps with my border "gateway" towns. However, with this patch it is causing a crash for me. Will you be updating it soon?
nopunctuation  [author] 20 Aug, 2022 @ 5:16am 
Leaf, I'll think about it, it might be a little high at the moment.

Xaphon, thank you for the compiment!
I increased the time to make it possible to win before reinforcements arrive if you're quick, since there will be a lot more battles with reinforcements with this mod. With the mod reinforcements also arrive faster with higher level generals (compared to vanilla). I might still reduce it, but for now I think the time is roughly appropriate.

If anyone wants to make edits to the mod feel free to, if you publish it I'd prefer it as a submod, but I'm ok with just linking to this in description too.
Should be pretty easy to do, just edit the values in rpfm. You can find tutorials for using rpfm here
https://tw-modding.com/index.php/Tutorial:RPFM_For_Dummies , and may more general modding tutorials on the rest of the site: https://tw-modding.com/index.php/Main_Page#NEW_WEBSITE , it's not that hard and pretty fun, I recommend it.
Xarizon 15 Aug, 2022 @ 10:49am 
Be nice to have a version that doesn't increase reinforcement time. But its a good mod, thank you for uploading
Leaf 27 Jul, 2022 @ 4:53am 
can you do a bit more nearer tweak? then its perfect
nopunctuation  [author] 9 Jul, 2022 @ 5:43pm 
Probably not that likely, but if you somehow have a submod for this that would explain it, though I haven't seen one, and doubt anyone made one.
nopunctuation  [author] 9 Jul, 2022 @ 5:41pm 
I have no idea, maybe? I initially guessed it was the missing effect on the first "blue" skill causing your issues, but it hasn't done so for me (for the ca. 10 turns after I removed it in my testing).
Didn't test with quicksave before a battle though, so could be.
HughJanus69 9 Jul, 2022 @ 5:19pm 
would a quick save using the feature crash the game? As in i have save files MAYBE with armies only reinforcing because of the extra range? I deleted them all i thought though but maybe not
nopunctuation  [author] 9 Jul, 2022 @ 4:58pm 
I've just tested adding and removing it, and playing quite a few turns after removing it, no crashes or issues for me. Though it does sound like it was the cause of your issues, not sure why though.

I'll change the description, just in case it does cause issues removing for more people.
HughJanus69 9 Jul, 2022 @ 1:51pm 
this does not work safely. I removed it but it is now causing crashes. Can't even play the game. All I did was remove this mod. When I add it back it works perfectly. WTF
I Darkstar X 8 Jul, 2022 @ 9:06am 
Good idea....
nopunctuation  [author] 8 Jul, 2022 @ 8:47am 
I'm sure the whoever made summon ally army mod won't mind if you port it yourself
I Darkstar X 8 Jul, 2022 @ 6:30am 
I'd rather we get the summon ally army mod from II ported over instead.
nopunctuation  [author] 7 Jul, 2022 @ 3:26pm 
I have tested adding and removing it from a savegame (and one of my other mods), this mod is safe to add and to remove.
nopunctuation  [author] 7 Jul, 2022 @ 1:38pm 
Should be yeah, not sure if I tested removing it yet, but don't think it would be a problem, especially adding it should cause no harm at all
HughJanus69 7 Jul, 2022 @ 1:27pm 
save game compatible?
nopunctuation  [author] 2 Jul, 2022 @ 3:47pm 
The reinforcement time should be a bit lower now (just above 3 minutes), I still welcome any feedback on it.

Would be tricky to make it player only, this mod edits the universal value, and adds a skill effect that affects all lords. You could manually add the skill effect to the lords you want to, but I don't know a good way of making it automatically do that for (all) player lords.
bryan3313s 2 Jul, 2022 @ 3:31pm 
yes... reinforcement time was really too long
Leaf 1 Jul, 2022 @ 8:16pm 
can you do a player(allies) only?
LimeUser 30 Jun, 2022 @ 11:10am 
I had never seen the bug before so i thought this mod caused it, should have known it was due to CA. 4 minutes might be abit much and personally i believe somewhere between 3-4 minutes would be best.
nopunctuation  [author] 30 Jun, 2022 @ 8:01am 
Do people think the current reinforcement time is too long?
Its about 4 min with the mod, 2 min without it.
nopunctuation  [author] 30 Jun, 2022 @ 8:01am 
I don't think this mod is the cause of the reward being that high. It only edits the reinforcement range, reinforcement time and adds a skill effect that increases reinforcement time.

Of course when there are more units in a battle the gold reward increases, but the gold amount you posted seams to high to be an intended value.

I have seen the/a bug were it says you killed an absurd amount of enemy combatants before, and I think I've seen it without my mod as well (though I'm not 100% sure). The extra gold reward is something I have not seen at all though (with my mod or without it). I suspect it's just a vanilla bug, but I might be wrong.


This mod increases the time for reinforcements to arrive (I might tone the increase down a bit, it seams maybe slightly too long), so that could be why the reinforcements didn't arrive (if you were wondering).
LimeUser 30 Jun, 2022 @ 6:58am 
Not gonna complain about the gold tho since i played as Greasus
LimeUser 30 Jun, 2022 @ 6:57am 
I just got 1621970673 gold from post battle loot. I believe something in this mod causes the game to think you've killed literally millions of enemies in battle as even in the post battle screen i could see insane numbers on the enemy losses. There was 4 armies but only the primary army had a chance to fight and the battle ended before the others even got on the map. It was against Cathay at Yeety peak
bryan3313s 23 Jun, 2022 @ 9:51pm 
Thanks for reply. But just like you said the effect is not good at all....
nopunctuation  [author] 18 Jun, 2022 @ 3:38pm 
I might be wrong, but I think the only way to increase the range further is to add higher range to a skill/trait. I did this already with the skill 'Route Marcher', since every lord gets it.
The "main" way I increased the range is by increasing the value of "reinforcement_radius" in the "campaign_variables_tables", but I don't think increasing it further does anything, but you're welcome to try.

You could add the same trait to another skill, you could copy the one in my mod if you like.

There might be some cap on how far you can reinforce, but I don't know what that would be, although from my testing it seams like you cannot reinforce from another province (regardless of distance), so increasing it much more might still not have to much of a practical effect.
bryan3313s 18 Jun, 2022 @ 2:56pm 
Thanks for this mod ,this's really good mod for me, but what if I want more range to reinforcement? what's value should be modify?( I try everyone setting but not work)