Total War: WARHAMMER III

Total War: WARHAMMER III

Delete Tunneling Stance
20 opmerkingen
Incata  [auteur] 14 nov om 13:28 
@Nedbrytar-Yngve Improve your detection of hidden armies in ambush; that should work, but it's not guaranteed to work 100%.
Nedbrytar-Yngve 13 nov om 3:11 
Hey incata, I love this mod but i'm having a huge issue with how beastmen (ai) play without beast paths, they now move around only in hidden camp and theres no way to get them out of hidden camp stance unless you approach with an army that they'll easily ambush and wipe as they can simply choose not to attack stronger armies. could you possible make a mod that makes the hidden camp not hidden? lol
Incata  [auteur] 30 sep om 1:43 
@Morgan Grimes :steamhappy: :lunar2019wavingpig:
Morgan Grimes 20 sep om 22:31 
Thanks for the mod. I've actually been telling my buddy how I wished a mod like this existed for a long time, and glad someone (you!) finally did it. :steamthumbsup:
Incata  [auteur] 13 aug om 10:55 
@SpiralRazor I assume you mean moving a shorter distance, because the cost is your entire movement capacity. I suppose it could be done, and it's not a bad idea.
SpiralRazor 10 aug om 23:12 
Are you able to make a mod that just increases the movement cost of it? My main issue with underground movement, etc is that it costs too little and its ludicrous that armies can just burrow away from you despite having mounts and + campaign range.
Incata  [auteur] 10 aug om 14:33 
@Surristrasz I have found out how to remove it from any faction, if you see any that have it or can obtain it by any means, do not hesitate to comment.
DrillerKiller 6 jul om 2:28 
When I first played this, I was struck by the fact that natural barriers are ignored by some races without any apparent consequences, e.g., for movement range. Problem solved. Thank you.
Incata  [auteur] 29 apr om 5:29 
@Serious Lee I don't think so
Serious Lee 18 apr om 3:00 
would it be possible to only disable it for the AI
Flying Red Rooster 15 apr om 4:04 
It's not a big deal, they don't use it often. Otherwise mod works great. Mountain ranges and river crossings become important and the campaign becomes more methodical and less random. Highly recommend
Incata  [auteur] 14 apr om 18:13 
I can't find a viable way to solve this problem with ogre kingdoms. I don't think the AI ​​uses it, so it would be up to the player. If I find a way, I'll implement it.
Surristrasz 14 apr om 0:39 
Ogres get tunnelling stance from the Great Maw offerings.
826353843 14 apr om 0:09 
非常喜欢,谢谢作者,五颗星星
Incata  [auteur] 13 apr om 7:02 
@Flying Red Rooster As far as I know, ogres don't have this stance, maybe you have a mod that adds it.
Flying Red Rooster 13 apr om 6:40 
Unfortunately the ogres still have the stance, at least in my campaign
Incata  [auteur] 13 apr om 2:02 
@Mortarch Of Blood It was generated by AI, I just told it what to do :lunar2019laughingpig:
Ciaphas Cain 12 apr om 12:23 
Great find on that thumbnail you used, it makes this even better! haha
Incata  [auteur] 12 apr om 9:42 
@Flying Red Rooster :steamhappy::lunar2019wavingpig:
Flying Red Rooster 12 apr om 9:34 
Can confirm it works, even mid-save, thanks man! Excited to see how it shakes up the campaign. Cheers