Total War: WARHAMMER III

Total War: WARHAMMER III

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Dynamic Movement Range
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29 aug @ 15:01
20 sep @ 12:16
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Dynamic Movement Range

I 1 samling av BlackJackGear
Fully Custom Garrison - Recommended Mods
10 artiklar
Beskrivning
Report Bugs HERE [bjgmodding.atlassian.net]
Request Compatibility HERE [bjgmodding.atlassian.net]

Overview
With this mod an armies movement range on the campaign map is based only on its units speed stat.
By default the speed of the slowest unit is taken as army movement range, this can be changed to the average speed of the armies units via MCT settings.

Why use this over the other dynamic movement range mods?
This mod changes the base movement points of the army and as such any changes made to the army will take effect immediately.


Features
Movement Range
The campaign movement range of all armies is based on their units speed as shown on the unit card.
Any changes made to the army in the form of adding / removing units or changing their speed will change the armies range immediately.
As a side effect all buffs and debuffs on movement range are ineffective, armies will always use the units speed no matter what. (See know issues)

Mod Support
Should be compatible with everything.
Other mods that adjust movement range will not cause issues, but will instead have no effect.

MCT Adjustable
Includes MCT options that allow you to:
Change the movement range calculation from the slowest unit in the army to average across army units.
Adjust the amount of range every point in speed gives.

Multiplayer Support
To play this mod in multiplayer, you need Multiplayer Sync , this utility mod makes it fully multiplayer compatible.


Known Issues
All modifiers that change army movement range are ineffective, the only thing that defines the movement range is the units speed stat.
So far I have not found a solution to this.


Images
The beautiful settlement skins are from OvN Lost World go get it!
The southlands units are from Cataph's Southern Realms (TEB)
The albion units are from OvN Lost Factions: Albion
The araby units are from OvN Lost Factions: Araby
Campaign lighting and effects Campaign Weather Overhaul
Campaign map improvements Dynamic World
Camera Mod Screenshot Campaign Camera
Mixu's Work Mixu's Legendary Lords

If you don't want me to display screenshots with your work in them, I will remove them!


My Mods:


Thanks
Many thanks to the people over at Da Modding Den for all the tools and help they provide!
Without them none of this would have been possible!

Report Bugs HERE [bjgmodding.atlassian.net]
Request Compatibility HERE [bjgmodding.atlassian.net]
17 kommentarer
BlackJackGear  [skapare] 15 timmar sedan 
If you want to find me on discord, I am on the Modding Den, I have no intention of maintaining my own server.
ruvirus 11 okt @ 1:03 
Why don't you open a Discord server for communication?
BlackJackGear  [skapare] 6 okt @ 13:50 
please submit bug reports through the links above
ioci 6 okt @ 0:54 
The mod doesnt seems to affect the AI army. I started a new game as Karl, the separatists have an artillery unit and still can move super far away each turn
BlackJackGear  [skapare] 21 sep @ 6:23 
As stated in the description, nothing I can do about it.
If you want a mod that does this with effects instead of modifying base, there are more then enough available.
AG 21 sep @ 3:36 
Hi, I love this mod but unfortunately a lot of skills and buildings that interact with movement range become useless. Maybe using army buff and debuff instead of determining a base stat can solve this issue?
BlackJackGear  [skapare] 16 sep @ 10:47 
Good point changing naval movement does not make sense.
I have to come up with a solution for that
ssyn_69 15 sep @ 22:28 
Is Naval Movement modified at all? I'd rather it didn't and it seems like it doesn't but if not does that mean movement range bonus affects naval movement then?
BlackJackGear  [skapare] 4 sep @ 7:44 
@Gator have you tried the mct options?
Gator 3 sep @ 12:34 
After having played a long while with this mod, I'd suggest some changes.

You should increase for cavalry and monstrous units, or any units with a lot of speed, but sincerely reduce penalties. I just can't feel it's a good move for my Chaos Dwarf army to have near 1/4th the movement range as before because they have one artillery and some infantry.

Can't play this that kind of reduction to the base movement, it's nice concept, but I'm not convinced on execution, far too large of penalties vs gain.