Total War: WARHAMMER II

Total War: WARHAMMER II

Realistic Models Alignment
26 kommenttia
mr.napop  [tekijä] 15.10.2023 klo 3.14 
Hey, Yes, should work as Radious doesn't alter this table.
Ivan Teurer 12.10.2023 klo 12.35 
is this compatible with radious?
mr.napop  [tekijä] 23.8.2023 klo 0.07 
Yes the update bugged the walls somehow, version reverted. Thanks a lot! merry climbing
Barstow 22.8.2023 klo 23.37 
Can confirm. Mod breaks certain factions ability to man walls.
HateDLC 22.8.2023 klo 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 23.7.2023 klo 20.57 
I've sent the request.
mr.napop  [tekijä] 21.7.2023 klo 13.33 
hello, contact me on discord 'mr.napop'.
Kazuhito 21.7.2023 klo 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  [tekijä] 20.7.2023 klo 13.57 
Cool enjoy, no it doesn't.
AeroZeppelin27 20.7.2023 klo 12.07 
Keen to test this one out, should look great, does it have any performance impact? I assume not.
HP LaserJet M110 Colour 17.7.2023 klo 14.03 
I never used RPFM but I guess I can try ;)
mr.napop  [tekijä] 17.7.2023 klo 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 17.7.2023 klo 5.34 
Someone needs to do this for WH3, I can't play without this mod D:
mr.napop  [tekijä] 13.7.2023 klo 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 12.7.2023 klo 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 6.5.2023 klo 16.19 
"реализм".в чём?щит к щиту друг за другом=стрельба невозможна, кроме первой линии..
mr.napop  [tekijä] 9.4.2023 klo 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 8.4.2023 klo 11.41 
Do you think this will work with SFO?
Sandboxhead 8.4.2023 klo 5.45 
Automaattinen sisällöntarkistusjärjestelmä ei ole vielä ehtinyt tarkistaa kommenttia. Se piilotetaan, kunnes varmistamme, ettei siinä ole haitallista sisältöä (esim. linkkejä nettisivuille, jotka yrittävät kalastella tietoja).
Sandboxhead 8.4.2023 klo 5.45 
Automaattinen sisällöntarkistusjärjestelmä ei ole vielä ehtinyt tarkistaa kommenttia. Se piilotetaan, kunnes varmistamme, ettei siinä ole haitallista sisältöä (esim. linkkejä nettisivuille, jotka yrittävät kalastella tietoja).
VonPassow 7.4.2023 klo 13.42 
This is the type of thinking that I hope CA will apply to their next historical title. Well done.
VModBAddict 7.4.2023 klo 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  [tekijä] 7.4.2023 klo 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 5.4.2023 klo 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  [tekijä] 1.4.2023 klo 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 1.4.2023 klo 5.41 
just stumbled on this gem! hope to see it in warhammer 3 in the future :) thumbs up