Total War: WARHAMMER

Total War: WARHAMMER

Halved campaign movement(Player and AI)
29 Comments
Amish Robot 28 Jan, 2018 @ 1:42pm 
Not sure if it's this mod, or a conflict with another mod, but as Beastmen I become stuck with 0 movement speed in the Wood Elf forest. Switching stances has no effect. The only way I can move is to wait for the "moon event" the Beastmen enjoy, and to pick the bonus campaign movement speed perk.
I have the "home region bonus" mod and "SFO" (not sure if this one changes speed at all). I'm thinking that either Vanilla or SFO has the WE forest drop enemy speed by half, and with this mod installed it further drops it to 0. If so, would you be willing to make a "quarter reduction campaign movement" mod?
Dantou 2 Nov, 2017 @ 1:58am 
there is a version of this mod for W:TW 2 available since today
WillAitch  [author] 27 Oct, 2017 @ 5:38am 
Don't own warhammer 2, it'l have to wait until I can take time from my studies to do it before anything happens.
Archarius 27 Oct, 2017 @ 12:02am 
@Meltebolgia Hope so too.
Meltebolgia 27 Oct, 2017 @ 12:00am 
Could you make this mod for warhammer 2 please?
Archarius 14 Aug, 2017 @ 5:49am 
@CapitaineYolo I agree with agent moving further, just not that much.
CapitaineYolo 14 Aug, 2017 @ 2:26am 
i think vanilla agent movement range is perfect. they can move about as far as an army in march stance. them being quicker, than an army that wants to go safe makes them excellent scouts.
Archarius 13 Aug, 2017 @ 7:41am 
Oh, I see. Thanks for the answer and mod too. So many mods that increase movement range to unrealistic levels and only yours that make it more immersive.
WillAitch  [author] 13 Aug, 2017 @ 7:28am 
Yeah that was an accident actually, I just haven't taken the time to root around for where the agent modifiers are stored.
Archarius 12 Aug, 2017 @ 6:26pm 
What about agents? Did you leave them as it is on purpose? Don't they need some movement reduction too, less than armies, maybe so they still can go further maybe?. Great mod btw.
Cosmic Cat 3 Jun, 2017 @ 5:53pm 
Thanks for the mod! :kittycaptain:
CapitaineYolo 3 May, 2017 @ 3:22pm 
Great mod ^^ With the slower armies, attrititious regions, like mountainpasses and swamps are a real obstacle. There is more time to react to an invasion, scouting becomes more important, ambushes have become a staple tactic of mine... thank you, it made the game that much better!
Stream1917 13 Dec, 2016 @ 3:25pm 
Anyone know if this mod i combinable with home region movement bonus?
Id love to have this mod, but the home region movement bonus is what stops the AI from running in, fucking you up, and running away again. Its an absolute must.

Heres to hoping they work together!
Spazmaloid 11 Dec, 2016 @ 5:00am 
is there one that aonly affect AI? Getting seriously annoyed with the AI be ing able to travel a massive distance, attack a asettlement, then move a massive distance away. It's bullshit
Brother Loden 5 Dec, 2016 @ 11:38am 
can you do a 15% ai less movement range? im SO FUCKING TIRED of playing chaos with ALL the movement range buffs, and sitll the ai is always fucking 5 inches from me being able to attack them, making it a wild fucking goose chase for 10 fucking turns
WillAitch  [author] 17 Sep, 2016 @ 11:14am 
/shrug, this mod is about making as small a change as possible, allowing it to be combined with basically any other mod you wish. There are plenty of delay chaos mods to combine it with.
Phangtastico 17 Sep, 2016 @ 8:51am 
Oh another thought... if all movement if reduced by 50%, that means all conquering will be reduced by about 50%, which probably means the Chaos invasion time should be doubled?!
Phangtastico 17 Sep, 2016 @ 8:49am 
After playing the Empire and VC I think this mod is great, but the Dwarves really suffer from not being able to travel through mountain ranges, as they mostly never have enough movement range to do so.
the_mandarin 19 Aug, 2016 @ 4:11am 
Great mod really enjoying using it, makes the game alot more fun and stops the AI blitzkrieg attacks from the fog of war.
Wintermist 1 Aug, 2016 @ 7:45am 
All the popup quests do, I think. :D
WillAitch  [author] 1 Aug, 2016 @ 6:34am 
There are quests with turn limits? Uh, i've actually never noticed, any idea what quests have this issue?
Wintermist 1 Aug, 2016 @ 12:51am 
Heeeeere we go, this is just what I need! Many thanks! As Urgat said though, is it possible to add more time for the missions before you fail them?
Urgat 31 Jul, 2016 @ 12:54pm 
While I'm at it, some feedback: it does make some quests nearly impossible to complete, beause of the turn limits. I thought people shold be aware of that before installing.
Urgat 31 Jul, 2016 @ 12:47pm 
Yeah, I suck at maths, so I knew it'd be wrong, hence the parenthesis :p Thank you anyway, good news, I think your mod is a must have to make things more tactical.
WillAitch  [author] 31 Jul, 2016 @ 6:08am 
Well, it does work, but I believe that the result is a 55% boost. 100 > 50 + 10% > 55
Urgat 31 Jul, 2016 @ 2:03am 
Hello, This sounds like a great mod, I hate how fast everything goes on the map (I miss the old "a dot per day of march" of Shadow of the Horned Rat/Dark Omen), I've just got a question, does it work with 10% bonus in homeland mods, so they have 60% (or whatever the math work for that) there?
HOLE 29 Jul, 2016 @ 11:51pm 
A 75% one would be good too, I didn't like how you could move across almost the entire map in one turn in vanilla and this really helps make games more fluid and organic.
gerzald 29 Jul, 2016 @ 6:52pm 
Hmm, will give it a try.
HOLE 29 Jul, 2016 @ 5:32pm 
Finally! Awesome thank you!