Total War: WARHAMMER III

Total War: WARHAMMER III

45 ratings
Dynamic Movement Range
   
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Tags: mod
File Size
Posted
Updated
966.923 KB
29 Aug @ 3:01pm
3 Sep @ 8:50am
2 Change Notes ( view )

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Dynamic Movement Range

In 1 collection by BlackJackGear
Fully Custom Garrison - Recommended Mods
10 items
Description
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!
9 Comments
BlackJackGear  [author] 4 Sep @ 7:44am 
@Gator have you tried the mct options?
Gator 3 Sep @ 12:34pm 
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.
a mod that makes it so ammo doesn't instantly replenish after you finish a battle would be nice indeed
Gator 3 Sep @ 2:38am 
Ah yes, just like it was before, now full cavalry armies have a distinct advantage they should have.
BlackJackGear  [author] 2 Sep @ 11:24pm 
Yes
Tag_Ur_It--> 2 Sep @ 7:10pm 
Does this work for AI?
Dean Winchester 30 Aug @ 3:10am 
@Môrthē
I agree. At this point, we just need a mod that makes it so ammo doesn't instantly replenish after you finish a battle :steamhappy:
Môrthē 30 Aug @ 2:31am 
It's amazing that thanks to amazing mods like this one, modders are improving Warhammer 3 so much by making it more like the older TW games
Dean Winchester 29 Aug @ 4:30pm 
Genius :steamthumbsup: