Total War: WARHAMMER II

Total War: WARHAMMER II

33 ratings
Agile Models
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Battle
File Size
Posted
Updated
843.767 KB
21 Apr, 2023 @ 12:49pm
9 Mar @ 2:49pm
21 Change Notes ( view )

Subscribe to download
Agile Models

In 2 collections by mr.napop
Immersion, realism and logic
393 items
Battle Dynamics
14 items
Description
Makes unit models react, move, and engage quickly, responsively, and consistently.

Walking - Equalized to 1.1 of infantry walking to all units, so you can move them around in formation by walking without the need for grouping, which allows for several groups to have the same speed.

Acceleration – Enhanced, now units act as soon as they’re ordered to.

Charge Speed – Same as modded running speed, sprinting right before combat isn't a good idea, and horses gallop at the same speed as a group, indifferent to any battle phase unfolding. Monsters speed is as their vanilla charging speed.

Target acquiring – as charge pose distance.

Firing Arc – 360 to all infantry and ranged units so they can keep firing at flanking forces repeatedly without having to turn, arrange themselves and shoot.

Turning Speed – Enhanced, Units now turn much faster, during movement and battle, which makes them attack more often while picking targets not in front of them (goes well with Deadly Attack Dynamics or Attack Speed Boost for even more fluid battles).

Jump Attack Chance - significantly lowered for non-monsters, jumping so much while in formation combat is unrealistic and charging horses wouldn't jump into crowds.

Animations – removed the ignore chance, now all models will react to being hit. animations will be rendered from further away.

Flying – Doubled flying and charging speed, now flying things are very fast and glide more.

Mass - calculated dynamically from the entity's volume, so everything is much more real and variant and big things are realistically much heavier for collision calculations.

Recommended to play with my collection which addresses other battle aspects of the game.

Any comment/insight/request/bug is HIGHLY appreciated and welcome.

Supports various mods listed here
Popular Discussions View All (1)
0
16 Mar, 2024 @ 11:30am
Built in Compatibility
mr.napop
40 Comments
Maikilangiolo 29 Aug @ 6:30am 
good to know, hopefully no funny conflicts. well, take care. all your mods are great
mr.napop  [author] 27 Aug @ 5:30am 
It will overwrite SFO changes, but might not apply to some of SFO additional units (some might be implemented through other supported mods as the names seem identical). You can still play with it though.
Maikilangiolo 27 Aug @ 5:10am 
looks baller man. I used your bracing mod, which was very nice. Sorry if I have to ask, is this also SFO compatible? I'd love to try it without disabling that.
Gaylad 5 Mar @ 10:44am 
Excellent, thanks for the response. Best of luck to you
mr.napop  [author] 3 Mar @ 3:06am 
Hello, Thank you!

Charging speed is set as running speed, so there isn't a difference between running and charging.

Target acquiring means the distance where the models start moving towards individual models of the enemy, and i'v set this equal with the 'charge pose' (like lowering lances) so the two are correlated.
Gaylad 2 Mar @ 7:29am 
Similarly with this: "Target acquiring – as charge pose distance."
Gaylad 2 Mar @ 7:28am 
Hey @mr.napop. great mod.

I've been wondering about one segment of the description of this mod. I've read and reread it but can't make sense of it: "Charge Speed – Same as modded running speed, sprinting right before combat isn't a good idea, and horses gallop at the same speed as a group, indifferent to any battle phase unfolding. Monsters speed is as their vanilla charging speed."

Can you clarify this?
mr.napop  [author] 3 Dec, 2024 @ 2:19pm 
Hey thanks, never encountered this issue nor did I manage to replicate it in tests, are you using other mods like AI general or Counter attack? where they in locked groups? perhaps you pressed shift for successive movement orders? if you can replicate it please elaborate or send a photo/video of it.

Regarding the velocity, I'v attended to this issue in my Deadly Attack Dynamics mod that enhances projectile velocities.

My mods address different aspects and are separate to keep modularity but are designed to work together as they complement each other like in the scenario you cleverly pointed out. So check it out, especially if you like dragons as with it their attack is also realistic and not only their movement.
Polident_medio 2 Dec, 2024 @ 7:44am 
Great mod, but i found an issue, though it may be because i have an old pc :) Very "gliding" flying units in vanilla become so fast they drop orders and get extremely slow - or sometimes stop - for a few seconds. Slow as turning artillery, kinda :) As of now i experienced this with great eagles from wood elves and morathi on pegasus, expecially painful to waste enemy ammo :P
I have no idea what can be done about it so i'm just reporting.

Another small question is that projectile velocities might be too slow now, i think ai cannot handle these speeds very well, even with guns or auto-aim wood elf heroes. But it is fun to dodge arrows with an hydra :))

I need to say i really love diving with dragons now! They feel absolutely great! No more getting pinned down by 3 dwarves like vanilla :D I think everyone should experience this at least once in life :D
mr.napop  [author] 12 Aug, 2024 @ 1:33pm 
Yep now its about 1,300 for cavalry. on second thoughts ill maintain the jumping reduction for realism purposes, as horses wouldn't jump into danger such as crowds, unlike humans diving into danger such as modding.

Check discord Da Modding Den channel if you're interested in modding, and if you wish to chat i'm there by the same name.