Total War: WARHAMMER II

Total War: WARHAMMER II

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Diversified Movement [Reduced Version]
   
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Tags: mod, Campaign
File Size
Posted
Updated
245.520 KB
30 Nov, 2017 @ 8:03am
15 Jul, 2021 @ 7:00am
24 Change Notes ( view )

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Diversified Movement [Reduced Version]

In 2 collections by Trakaan - Adventurers Guild Inc.
Trakaan's Mortal Empire Mod Compilation
21 items
Trakaan's Vortex Mod Bundle
11 items
Description
Diversified Campaign Movement

Updated for the silent and the fury

WARNING values have been reduced from previous versions full change log at the end of teh description

This does 3 things :
- Reduction of the move distance for ALL factions
- Different Campaign Movement Range for each race/faction/lord (if relevant from the lore or gameplay)
- Change in some stances like tunnelling, forced march and navy movement.

In short, it's aim is to make the way each faction move on the map feel more unique and closer to their physical or special ability (from the lore).

Important Notes :
This mod is intented to work with my other mods for Mortal Empire which you can find here :
"Trakaan Diversified Mortal Empire Bundle". It is also intended to work in association with Dresden's mod : Home region 10% movement bonus.
But it can also be used on its own.

EDIT : The 25% home move now works like a charm with the new version of this mod (since the walking distance has been reduced of aproximatly that amount)

What this mod does :
From a lore point of view : dwarfs are endurant, skavens are fast, a powerfull orc leader will find a way to make his boyz march further than they would on their own, etc.

Impact on gameplay : Main factions are more capable to reach far distances and you might see them more during your campaign than minor factions. The stance changes will make elfes and vampire coast the best sailors, skaven master tunnelers and orcs far less able to tunnel under mountains than before. In the long term it might change the way the "story of the world" unfolds, especially if you have my other mods.

List of changes :
  • Reduce ALL movement by 40
  • Add a racial bonus or malus to campaign movement range (from -10 for vampires to +20 for elves) (all characters)
  • Add a bonus to major factions of +10 or +15 (all characters)
  • Add a bonus to specific leaders known (from the lore) for being "marchers" (like Grimgor), who have abilities to make their troops march faster (like Von Carsteins able to sustain an army far longer than any other vampire lord), or who are "far from home" like Belegar, Kroq Gar, etc.
  • Modifies the way "road buildings" works : the effect is now in adjacent regions reflecting the time it takes to get your troops in marching formation.
  • Modifies the Beastmen moon Bonus (since they already have a big bonus)
  • Modifies the Woold Elf general Tier 1 10% bonus which will now only apply in regions they own. Also add a bonus effect for own army and malus for ennemies to the Kurnous temple building making it like a kind of "road building".
  • Skaven have shorter forced march but further tunnelling, some races have bonus or malus to forced march. All races Navy double Time has been changed. Beastmen, Orcs, Savage Orcs have a malus to tunnelling (savage orcs having the most severe)

New Campaign Speed Comparison :
(for info until the infographics is done)
Faction : Speed compared to Vanilla in % (why this number) [bonus for faction leader army]
- Imperials : 100%
- The Empire faction (Reikland) : 115% (legendary leader)
- Dwarfs : 95% (shorter) forced march +55 (instead of +50 : endurant)
- Angrund Clan + Main Dwarfs : 105% (leaders) [110% for Belegar's Army : far from home]
- Greenskins : 110% (striders)
- Crooked Moon Clan : 105% (goblins) [120% for Skarnisck's Army if choose skill (vanilla)]
- Main Green : 125% (motivated by Legendary Leader) [140% for Grimgor's Army : Distant Waagh]
- Skavens : 110% but 25% forced march instead of 50% (fast not endurant) + if tech ( = 120%)
- Clan Mors , Pestilens, Riktus : 120% + if tech (=130%)
- Minor Bretonnians : 105% (crusaders, horse nation) (The fay faction = 105% : because own land defender first)
- Bordeleaux : 115% (faction leader)
- Main Bretonnia : 120% (Legendary Leader)
- minor Vampires : 90% (need powerful magic)
- Vlad's and Mannfred's faction : 100% +10 if tech (=110%) [110% for their own army, 120% if tech]
- Wood Elves : 105% (home defender elves) // All Wef armies have -10% in ennemy territory
- Orion's Faction : 120% (follower of the Wild Hunt), Orion's Army : 140%
- Beastmen : 110% + if moon choice( = 140%)
- Main Beastmen : 125% + if moon choice (155%)
- High Elves : 120% (elves) (125% if deity choice)
- Tyrion's + teclis' faction : 130% (elves) (125% if deity choice)
- Dark Elves : 120% (elves)
- Malekith's faction : 130% (far raider), Morathi's faction : 125%
- Lizardmen : 120% (endurant)
- Last Def + hexoatl : 135% (legendary leaders)
- Tomb kings : 100%
- Khatep, Khalida + Arkhan faction : 110% (leaders) // Settra faction : 115% (legendary leader)


New Tunnelling, Sea Double time, Forced March :
in mod, full description as soon as possible

Changes to Undreway Intercept and Land Ambush :
in mod, full description as soon as possible

To be noted : the racial bonus is not written anywhere in game so you will only see the faction bonus, stance bonus, building bonus and the eventual lord to own army bonus. Fortify, raiding, channeling, ambush, climate suitability, tunnel interecept, occupation decision for the AI will be looked at in my future "Unique factions" mod and values are thus subject to change (especially the bonus and malus for stances).

TO DO
- Add unique descriptions to changed stances (for the time being I copy-pasted the Vanilla one)
- When you select a leader make bonus visible in it's trait
- Make an infographic or a video to show all changes

Compatibility
Compatible with most mods (but may overwrite or be overwritten by mods modifying the same things)
SFO and other overhauls won't work with it for the time being (since same files are modified)
Compatible with the vortex campaign
Should be save game compatible but it is recommended to start a new campaign for the "full experience"

Feedback welcomed and rating apreciated ! =)

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and if you want to support you can check and share my last project there! =)
65 Comments
Trakaan - Adventurers Guild Inc.  [author] 22 May @ 9:04am 
Visual terrain would be tricky. What would be doieable (I think) would be by "climates" (jungle slimates slows everyone but lizardmen, mountain slow everyone but dwarf , greenskins and skavens, and so on)
Bael 10 May @ 7:52am 
You are the cloestest thing I can found for my mod idea, i want to increase certain race movement range on certain terrain. For example, Lizardman and woodelf should not have movement penalty in the god damn jungle. Out run by human with cannon are an insult!!!
Trakaan - Adventurers Guild Inc.  [author] 12 Feb, 2022 @ 7:34am 
No update from now-on. TWH2 uninstalled to make space for TWH3 ;) . The mod will be ported to TWH3 IF needed and when I feel like it. Might not be before the combined, map might not be at all we will see !
Trakaan - Adventurers Guild Inc.  [author] 15 Jul, 2021 @ 7:16am 
Updated for the new game update/dlc. the % in mod descption are still outdated.
Will try to research/ refine some things before warhammer 3 on my own version of the mod. If some things feel better than in this released version might update it .
I 1 Jan, 2021 @ 2:14pm 
good mod.
Trakaan - Adventurers Guild Inc.  [author] 5 Dec, 2020 @ 8:39am 
Updated for the new game update/dlc. the % in mod descption are still outdated.
ginny big 23 Jul, 2020 @ 7:54pm 
ok buddy, this is epic 10/10 tank u dad
Trakaan - Adventurers Guild Inc.  [author] 1 Jun, 2020 @ 6:23am 
@Meuthoua I looked at it and the two mods should be compatible.
Trakaan - Adventurers Guild Inc.  [author] 31 May, 2020 @ 12:30am 
That depends of how this partcular mod works. I will try to have a look next week.
On an other subject, I will also have to update the mod because there is currently a malus for orcs navy (double time is less efficient than other races) and it is making Grom act in a way he is less willing to attack ulthuan so I will try to cancel that for him.
Meuhoua 30 May, 2020 @ 11:04am 
Do this is compatible with "Fast Units - Fast Armies" wich add a range variance depending on the slowest unit in the army composition ? (or may I suggest to add this kind of variation in your own formula)