Total War: WARHAMMER III

Total War: WARHAMMER III

Flight speed overhaul
23 Comments
Fifa 13 Jun @ 2:50am 
great mod, i have also encountered the issue with dismemberment with the SFO version. So ill play without the dismemberment :D
Incata 27 Mar @ 12:29pm 
@Nemo Simply enable the tick in that table in your mod, and that's it. By loading your mod with higher priority, both will work together, since their mod only modifies that, while your mod would modify both things. Obviously, without their mod, dismemberment won't work because it depends on other factors, but based on my tests, it doesn’t seem to cause any issues.
Nemo  [author] 27 Mar @ 11:02am 
@Incata I'm not against it as long as it will allow the mod to work on its own but you'll have to tell me what value to set for what column in the table that my mod modifies (it's only one table, the "battle_entities_tables").
I assume you are talking about the "can_dismember" property? Sounds dangerous to enable without the mod no? Won't it affect gameplay?
Also bear in mind that my mod touches only flying units...
Incata 27 Mar @ 10:01am 
@Nemo Could you enable the dismemberment option for all the units you modify? This would make it compatible with the dismemberment mod—simply loading this mod with higher priority would allow both to work together. It also doesn't seem to cause any issues even if the dismemberment mod is not installed.
Nemo  [author] 21 Dec, 2024 @ 2:36am 
Hm, could be that the other mods change some other unit stats and just overwrite the speed values with defaults. Alternatively (to make sebidees mod work) you could try to play with mod priority (the order of mods in launcher matters) but even if you make it seemingly work it does mean you have a conflict and there's no telling what features might be broken (now or in the future).
Crimson ReapeR 21 Dec, 2024 @ 2:25am 
works well btw, i know sebidee has a mod like this now for warhammer 3 but for some reason his mod doeasnt work with the mods i have whereas yours does, dont understand why that is because none of my mods change unit speeds
Lycia Pintella 20 May, 2023 @ 4:45pm 
I wouldn't mind the boosts to speed being reduced by a bit. Currently I'd have no reason to take skills that speed up my flying characters because they are already as fast as I could ever need them to be.
Sebidee 8 May, 2023 @ 1:35pm 
Hello :)

Good mod friend and thank you for the shout out.
Nemo  [author] 5 May, 2023 @ 11:45am 
oh hai Sebidee :WH3_greasus_rofl:
Sebidee 5 May, 2023 @ 11:24am 
Nice, don't have to do it myself lol
Erysican 19 Apr, 2023 @ 6:32am 
In my experience using this and the predecessor mod in 2: it's balanced UNLESS you're using a bunch of mods with custom flying units
Vanu 15 Apr, 2023 @ 7:46pm 
How imbalanced does this seem to make things?
Lord Tzeentch 21 Dec, 2022 @ 3:30am 
For the people how tried the mod, does it help with chasing routing units? in vanilla the flying units just push the routing units out of the map and I hate it
Syrik 18 Dec, 2022 @ 3:29pm 
ty just ty
Nemo  [author] 17 Dec, 2022 @ 5:58pm 
individual, ie. does not support any custom units
melta 17 Dec, 2022 @ 3:01pm 
Is this a modifier of individual stat lines for units or will it work with custom units as well?
888 15 Dec, 2022 @ 1:12pm 
@Nemo:
THX for insight. at the moment of my post I havent tested your mod....I keep an eye open:-)
RagnaroK 15 Dec, 2022 @ 12:06pm 
Loved the realistic flight mod for WH2 and have been waiting for a WH3 variant. Only problem with the old one, was that flying units lost the ability to chase down routing units due to the higher speed. Hopefully this does the fast speed and removes the chasing difficulty/problems from previous iterations.

Thx for making this.
Iahhel's Child 15 Dec, 2022 @ 9:48am 
Who wants to go into THE DANGER ZONE? lol :steamthis::steammocking::steamthumbsup:
Nemo  [author] 15 Dec, 2022 @ 8:59am 
@ZeroOne: Only the charge speed INCREASE is not altered, otherwise charging unit would actually slow down and that would look silly :) if you think you really spotted that situation let me know, it means something broke. Anyway, the reason I did that is because I have a sneaking suspicion that it contributed towards that dreaded bug where a unit would not be able to properly land on a moving target (like a routing unit) and would instead helplessly circle above it.
So what I did is: let’s say unit had 100 speed and 200 charge speed (ie. 100 speed difference between states). Previous mods like this had naive flat bonus say +50%, so that would be 150 base speed and 300 (!!) charge speed and it may have confused the engine and messed up animation timing. So, in my case I just left the speed difference as-is (my algorithm would produce charge speed =150+100=250, instead of 300).
I’m not 100% sure it’s needed, subject to further R&D :)
888 15 Dec, 2022 @ 7:43am 
@Nemo:
good such a mod is here in WH3 too :-)
cause of the charge speed... is there a reason why it is not altered? (in vanilla you have several options too increase speed... with moditems too.... and I recognized charging is slower then flying speed then. I guess the difference will even be more recognizable with you mod g but I guess we have to deal with it :-).
Nemo  [author] 15 Dec, 2022 @ 4:59am 
don't play it but most likely not, this will basically undo whatever balancing they did...
blizard 15 Dec, 2022 @ 4:53am 
will this be ok with radios