Total War: WARHAMMER III

Total War: WARHAMMER III

Lore Series: Hertz Dynamic Movement Range
32 kommentarer
Olafr_the_Viking 21. aug. kl. 2:51 
I found it now, it is a small icon, on the right hand side of the lords portrait, in the lower left part of the screen, that says what kind of effect the composition has. Nice mod, thanks a lot for adding this!
Olafr_the_Viking 21. aug. kl. 2:33 
can I see the movement range effect anywhere ingame? Been trying to test this mod to see it's effects ingame, but so far haven't found a place to view the stats affected by this mod?
AETERNA 9. juni kl. 5:38 
Oh man, this takes me back to early TW! I've longed for this! Laughs in Brettonian.
krassian 30. maj kl. 15:54 
@Autumnchain

In what universe? Any actual historical examples that you can provide to back up that claim?
Autumnchain 24. maj kl. 21:17 
Shouldn't Cavalry slow an army down on the campaign map? Infantry have always had stronger strategic (campaign map) maneuverability since humans on the march can outdistance horses over long periods of time.
Jeppyson 9. mar. kl. 9:40 
Dwarfs be like:

-120% move range for being midgets
Dean Winchester 6. mar. kl. 0:09 
If you ever update this, consider allowing users to configure the bonus through MCT.

I feel the bonuses are too small to really make an impact, and I had full cavalry armies.
Cascade 16. nov. 2024 kl. 4:00 
Great idea. I think increasing the percentages both ways even more would be amazing. I feel like a full cavalry army should move at least 100% as far as infantry in the same time
Askalon08 18. okt. 2024 kl. 23:05 
great mod, just wanted to let you know that the script throws an exception as soon as you select the master engineer of the dwarves, e.g. at the beginning of Thorgrim's campain.
Dizzy Ioeuy 13. juli 2024 kl. 16:40 
LOVE this mod
Admiral Spyre 15. maj 2024 kl. 6:39 
great mod, love you dude
AceTheGreat 24. apr. 2024 kl. 17:33 
Mod still works
WitcherHammer 6. mar. 2024 kl. 12:15 
Is this mod still working?
@zane0 Can you add your mod in the workshop? Really interested with your changes.
zane0 7. juni 2023 kl. 19:51 
Hey Hertz, I've been modifying your mod in order to add de/buffs to reinforcement times as well. It would make sense fast/smaller armies being able to arrive as reinforcements faster or slower based on your mod's calculations. Let me know if you're interested in taking a look at my additions and want to add it officially.
zane0 3. juni 2023 kl. 16:06 
May need to update the mod to account for fly war machines like the Sky-Junk and Gyrocopter.

Checked the mod and they both reduce movement range of the army. Not as much as artillery, but I'm trying to make a scouting army full of fast units like cavalry and the sky junk is lowering my movement range.
Mumion der Unsterbliche 5. nov. 2022 kl. 22:19 
News ?
Katakora 4. nov. 2022 kl. 13:25 
works fine for me on 2.2.1 IE
WarEmperor 21. okt. 2022 kl. 11:31 
does this need an update?
airmorrison1234 29. aug. 2022 kl. 7:42 
this glorious mod takes me back to the rome 1 days
airmorrison1234 29. aug. 2022 kl. 7:39 
does this still work in IE?
Solaire 25. aug. 2022 kl. 21:58 
Im sure you know
Solaire 30. juni 2022 kl. 12:04 
Keep up the good work king
Solaire 27. maj 2022 kl. 14:05 
Can't wait to see this updated.
Forlorn 4. maj 2022 kl. 4:57 
This mod seems really good, but I think you should make certain exceptions for some units.

For example, skull cannons of Khorne are technically artillery, but, they have a movement speed of 70 and are as fast as most cavalry in the game.

Either make it so movement speed is used to calculate movement range, or, have a list of units that are special exceptions like the skull cannons.
Harabec 29. apr. 2022 kl. 4:31 
My opinion to 秋Young's question is that you should only be as fast as your slowest unit. Otherwise for a realism mod the cavalry would be arriving at the battle 2 weeks ahead of the artillery. Unless the notion is that the cavalry is pulling the artillery (As well as carrying their armour clad owners)
Nox 28. apr. 2022 kl. 11:56 
Awesome Mod! Does it work in multiplayer campaign?
8 Hertz WAN IP  [ophavsmand] 24. apr. 2022 kl. 10:59 
Should work the same as cavalry. Report if you find any outliers
lachiemck 24. apr. 2022 kl. 5:47 
Any difference in movement rate due to flying units, or just the same as cavalry?
8 Hertz WAN IP  [ophavsmand] 24. apr. 2022 kl. 3:00 
Yes you can balance your army using cavalry to offset the "deceleration" of the artillery.
秋Young 24. apr. 2022 kl. 2:26 
Can cavalry acceleration offset artillery deceleration?
8 Hertz WAN IP  [ophavsmand] 24. apr. 2022 kl. 1:38 
No this should not conflict with any other mods. It will be fine
flameshroud 23. apr. 2022 kl. 16:35 
quick question, would your mod conflict with a mod that boosts a factions movement range inside their own regions?