Total War: WARHAMMER III

Total War: WARHAMMER III

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Increased Zone of Control (Engagement Radius)
   
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20. čvn. 2023 v 18.44
6. bře. v 11.34
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Increased Zone of Control (Engagement Radius)

Popis
Did you ever build big garrisons at chokepoint regions just to watch the enemy walking by it, waving and laughing while they raze your farms and markets behind it?

Did you ever layed an ambush, just to miss the enemy by an inch?

Do the enemy armies walk around your regions as if they would own it?

If your answer is yes, then this mod is for you.

This mod increases the zone of control, the red circle where you must engage, for armies, settlements and ships by around 50%.

KNOWN PROBLEMS:

Sometimes, if you siege a settlement and retreat, your army would not flee far enough to get out of the circle, means you have to engage and retreat again, hoping they run further this time. If you do not have the movement points to engage, your army is stuck till the next turn.

Quite a few armies at turn 1 are now in reinforcement range of their settlements, making your first obligatory battle significantly harder. If you dont want to deal with this, disable the mod at the start of a new campaign and enable it at a later turn.

Compatible with anything.
Počet komentářů: 11
DanishDuck 10. kvě. 2024 v 4.00 
thank you for creating this
DeaDBreaD  [autor] 1. bře. 2024 v 5.31 
Sure. This will probably never need an update.
Zeyon 1. bře. 2024 v 3.37 
still works fine for me
DeaDBreaD  [autor] 23. zář. 2023 v 4.42 
You can adjust the value in rpfm to your liking. 3.5 is vanilla. You can make it smaller, bigger, whatever. Until it crashes :steammocking:
DonAndresDeUlloa 23. zář. 2023 v 0.10 
100% legit, thank you for this. works on my game and Im using a ton of mods.

Ima give it a proper play test. I am using -50% campaign movement range so combined with this mod they should work together to slow the game down and make it less of a cluster f***
Dean Winchester 10. zář. 2023 v 0.19 
Cool
DeaDBreaD  [autor] 3. zář. 2023 v 7.12 
As of 4.0 the game doesnt seem to crash anymore on a new campaign with this mod on. At least not on my end. Seems CA removed or changed whatever was causing the crash, or i just got lucky, who knows. I will leave the instructions up for the case its subjective to everyone. Guess you have to try for yourself.
Woizer 21. čvn. 2023 v 6.56 
dont mind if i do
DeaDBreaD  [autor] 21. čvn. 2023 v 2.01 
dont think so. I only change 2 entries. You can look it up in rpfm. It those entries do not exist in another mod, it shouldnt interfere.
=[NK]= Col. Jack O'Neil 21. čvn. 2023 v 1.30 
Any idea if the unlocker messes with it?