Total War: WARHAMMER II

Total War: WARHAMMER II

Realistic Models Alignment
Počet komentářů: 26
mr.napop  [autor] 15. říj. 2023 v 3.14 
Hey, Yes, should work as Radious doesn't alter this table.
Ivan Teurer 12. říj. 2023 v 12.35 
is this compatible with radious?
mr.napop  [autor] 23. srp. 2023 v 0.07 
Yes the update bugged the walls somehow, version reverted. Thanks a lot! merry climbing
Barstow 22. srp. 2023 v 23.37 
Can confirm. Mod breaks certain factions ability to man walls.
HateDLC 22. srp. 2023 v 14.08 
A bug started several days ago partway through a campaign. I don't know if it's related to this mod update or not. AI will no longer man walls at all. My units will not position outward or inward normally, facing sideways in columns or at crazy angles... Any help?
Kazuhito 23. čvc. 2023 v 20.57 
I've sent the request.
mr.napop  [autor] 21. čvc. 2023 v 13.33 
hello, contact me on discord 'mr.napop'.
Kazuhito 21. čvc. 2023 v 11.19 
hello, I'm very interested in doing this to my own Warhammer 3 game, do you have a file that you can share on what to change and how to do it?
mr.napop  [autor] 20. čvc. 2023 v 13.57 
Cool enjoy, no it doesn't.
AeroZeppelin27 20. čvc. 2023 v 12.07 
Keen to test this one out, should look great, does it have any performance impact? I assume not.
HP LaserJet M110 Colour 17. čvc. 2023 v 14.03 
I never used RPFM but I guess I can try ;)
mr.napop  [autor] 17. čvc. 2023 v 13.23 
it's really not that hard to copy this, ill give you the excel table and just add the new unit spacing (if there are any) and copy back via RPFM
HP LaserJet M110 Colour 17. čvc. 2023 v 5.34 
Someone needs to do this for WH3, I can't play without this mod D:
mr.napop  [autor] 13. čvc. 2023 v 9.57 
it doesn't matter since the overwrites system is by the ascending symbols/alphabet order, in this case this mod table name 'Realistic..' is before 'Sfo' sfo's spacing table (R before S). So this mod overwrites sfo mod which has only 6 values.
Kharn the Bloody 12. čvc. 2023 v 13.45 
when you say have this loaded prior to SFO, in the Steam Mod Manager, would that be above or below SFO? I think the top to bottom loading order on Steam's mod manager, it's backwards compared to traditional mod managers.
Pharaōn 6. kvě. 2023 v 16.19 
"реализм".в чём?щит к щиту друг за другом=стрельба невозможна, кроме первой линии..
mr.napop  [autor] 9. dub. 2023 v 12.20 
@SouthSideSaxon it will work with SFO, as SFO alters only 6 rows out of the 106. Have it loaded prior to SFO so SFO will overwrite it as it seems to relate to custom units.

@VModBAddict Brutal battles already alters this table fully, so if you fancy this mod just have it overwrite it by loading it after Brutal Battles. it won't change anything other than the spacing.

@VonPassow Thank you, It gives much more coherency to unit types and usages. much appreciated!
Slurpentus 8. dub. 2023 v 11.41 
Do you think this will work with SFO?
Sandboxhead 8. dub. 2023 v 5.45 
Tento komentář čeká na kontrolu naším automatizovaným systémem. Dočasně je tedy skryt, dokud si neověříme, že nezahrnuje žádný nevhodný obsah (např. odkazy na webové stránky, které chtějí ukrást přihlašovací údaje uživatelů).
Sandboxhead 8. dub. 2023 v 5.45 
Tento komentář čeká na kontrolu naším automatizovaným systémem. Dočasně je tedy skryt, dokud si neověříme, že nezahrnuje žádný nevhodný obsah (např. odkazy na webové stránky, které chtějí ukrást přihlašovací údaje uživatelů).
VonPassow 7. dub. 2023 v 13.42 
This is the type of thinking that I hope CA will apply to their next historical title. Well done.
VModBAddict 7. dub. 2023 v 13.39 
This looks awesome! Will give it a whirl, but I usually also use 'Brutal Battles'. Any idea how your mod will interact with that?
mr.napop  [autor] 7. dub. 2023 v 7.44 
Good point, thank you. I'm using one the desync mods for skeletons ("Not a thriller"), so haven't thought of that.

Unfortunately all skeletons use "main_infantry" spacing, like 238 other units, so I cant exclude them from the mod effect, unless I change their spacing category value in "Land_Units" table.

But, an alternate explanation would be that since skeletons in melee do fight independently, it implies that the necromancer doesn't govern their every move, thus I find synced walking animation to still be unrealistic/not nomological, even as controlled puppets, and so does the aligned spacing.
Sandboxhead 5. dub. 2023 v 6.36 
I haven't tried your mod yet, but might I suggest that you leave skeleton formations as vanilla? Since they're controlled like puppets, they should appear "unrealistic" with their synced movements and ruler-straight formations.
mr.napop  [autor] 1. dub. 2023 v 11.57 
Thanks brother! I don't own Warhammer 3, so if anyone wants to port this, I can send him the Excel table I worked on.
Adopotato 1. dub. 2023 v 5.41 
just stumbled on this gem! hope to see it in warhammer 3 in the future :) thumbs up