Total War: WARHAMMER III

Total War: WARHAMMER III

Dynamic Movement Range Based on Units Speed
16 Comments
Redfog  [author] 16 Jul @ 2:17pm 
then you have 1 army that can deepstrike a settlement like 1-2 provinces away, i dont really think thats a problem and i like having single lords be able to move around my provinces quickly, if you want to change it you just need a pack file manager, all the effect bonuses are in the db/effect_bundles_to_effects_junctions_tables, you can change them to whatever you prefer
zane0 16 Jul @ 10:38am 
I see the reasoning, but this gets broken OP easily once you make a single lord a one man doom stack. The dragons alone are already super strong on their own. But others can easily be made extremely powerful with the right skills and items.

I still think you should consider reducing the range. Or at least, cap the maximum range so lords can't just jump around their provinces like crazy. Just my suggestion.
Redfog  [author] 16 Jul @ 4:53am 
generally the increased raiding amount is to make anything but a 20 stack raiding actually mean anything, raiding income scales with number of units so normally raiding with anything but a full stack is pointless, though it should be noted i have a raiding mod i made that i use that changes raiding income quite substantially and stops you retreating when you get caught in raiding stance like force march works, which means my raiding experience is very different to the vanilla one.
Small armies move so far because i want there to be a reason to have them, and its not that useful on the offensive for most factions because taking a settlement uses all your movement and you have to win the battles only using like 5 units (and even if you can do it you have to manual every battle you fight with them which can be a big enough time sink to discourage overusing them even it if was a OP strat which i dont think it is)
zane0 15 Jul @ 6:03pm 
@Redfog
I'm amazed that there's a mod at all that relegates movement range based off the speed of the units in an army. I'm interested in seeing how this works, although I'm still concerned about the logic of increased raiding profit by having less units. And the high movement range of single unit armies. Or even very small armies.

I mean, no matter how logistically well you manage an army, it still takes a set amount of time for someone on foot to reach a destination. Though I get it's easier logistically to move an army around if there are less men and equipment that needs to be moved and supply an army.

This mod, though does help build upon my desire to have multiple smaller armies working in tandem.

I've been watching and reading up alot on Napolean's Corps system and wanted to emulate a similar style into my game. There's already a user on Reddit whose practically dedicated his games to be as close as possible to the Corps.
Redfog  [author] 15 Jul @ 2:19am 
hertz only cares about artillery, and cav/chariots, everything else is the default weight. it also gives much smaller changes to movement points then this does currently. and it does work with custom units and it should work with anything that would change their unit speed on their unit card like techs, items and skills. code wise it is literally pulling the value of the speed displayed on the unit card so anything that will change that will work with this
zane0 14 Jul @ 7:08pm 
What's the difference between yours and Hertz's movement mods in terms of movement calculations?

And is your mod compatible/work with unit mods like Mixu's by accounting for their custom unit's speeds?

And does your mod work dynamically by accounting for increases in unit speeds from effects such as items, tech, and skills or is it all reliant on the base speed of each unit?
Redfog  [author] 12 Jun @ 2:38am 
if you get attacked by a solo lord and two reinforcement armies, you should be able to kill the lord and end the battle as long as the reinforcement armies havent arrived yet, also ive never had the AI do that to me though i have done it to them, as for retreat distance sometimes armies do just retreat a million miles away, im not sure it actually cares about movement range when a army retreats
Cela 11 Jun @ 10:49pm 
cool mod but I've encountered one annoyance. Solo Lords have too much movement speed and the AI often has a small force/solo lord along one or two big armies that will easily catch your army, while the other two will force march to reinforce. I've also noticed small forces retreating when attacked by an overwhelming force can move very significant distance, but that may actually be realistic, albeit a bit annoying
Redfog  [author] 23 May @ 5:08pm 
it does yeah, it literally just takes the current speed stat of the unit as shown on the unit card, so it should work with every unit, it also takes into account speed increasing effects that will show on the campaign map unit card like skills and item buffs
Walkabout 23 May @ 3:49pm 
does it work with modded units i.e. have you based this on unit type as opposed to specific unit stats?
Merchant of menace 23 May @ 10:39am 
Sounds good thanks!
Redfog  [author] 23 May @ 4:15am 
no the Campaign AI doesnt even know how to use most of the vanilla game, theirs no way to make it understand mods, it will also get the buff, so if it happens to recruit a lot of cav the army will be faster or if it brings all arty it will be slow, but it will behave as it normally does
Merchant of menace 23 May @ 2:51am 
Does the campaign AI know how to use these settings?
Redfog  [author] 23 May @ 2:34am 
the only real mod config setting i could set up would be to change what the default speed is considered, everything else is in the DB that mod config cant touch as far as im aware
Games Dean 22 May @ 9:25pm 
I like it, the only suggestion I have is to set up some mod config settings. Not needed tho
flecha 22 May @ 8:48pm 
nice