Total War: WARHAMMER

Total War: WARHAMMER

March Stance 100% Cost
50 Comments
Draizix  [author] 5 Oct, 2017 @ 4:39pm 
My march stance mod is now on TWW2 workshop.
Draizix  [author] 28 Sep, 2017 @ 12:29pm 
@All---Hi everyone. If you would like this mod for TWW2 here is my dropbox for it. Will of course have it on Steam once workshop is released.

https://www.dropbox.com/s/hdf8ploudr2qh1m/%40_ForcedMarchCost.zip?dl=0


IF you dont know how to install...go to C/programfiles/Steam/steamapps/common/TWW2/data

Dump my zip folder into the data folder then launch the game and enable mods like you normally would. Will have to turn out of date on as well.
svendalsgaard 10 Aug, 2017 @ 2:55pm 
thx
Draizix  [author] 10 Aug, 2017 @ 2:40pm 
@All- Updated for Norsca / RoR DLC.
svendalsgaard 10 Aug, 2017 @ 12:07pm 
Can you pls update this mod to work with the Norsca dlc? =)
fredriksson 15 Jun, 2017 @ 3:13am 
Thanks for clearing that up :>
Draizix  [author] 14 Jun, 2017 @ 6:23pm 
@Rewston-- Due to how this mod is, when you hit March stance it takes ALL action points. The regular default version only takes, I think it was what, half of your AP? This let the AI abuse it since they could do many more moves then us. Using this mod makes it so that it can only be turned on by taking all of your AP which means you forgo doing ANYTHING when you commit to march stance. The turn after however though, gives you the 66% farther movement and whatever else march stance does, negatives or bonuses etc.
fredriksson 14 Jun, 2017 @ 7:10am 
Ok so I changed to March Stance and ended my turn, and then I noticed that I got a hell of a lot of movement.
But is there a reason to why the March Stance is reduced when switching to it?
I mean, should it no be atleast as long as regular movement?
fredriksson 14 Jun, 2017 @ 7:04am 
So is there a reason why march movement is less than regular movement? "movement range: +66%"
Is it supposed to be 100%+66%? Or am I missing something?
Because right now, it only seems to be 66%
Pimpin Pippin 12 Apr, 2017 @ 5:23am 
Could you make it so that the March stance only requires you "have not moved since the start of this turn" similar to the underway passage stance without devouring your entire movement for that turn?

I like the idea that March stance requires no movement to activate, but i find it awful that it also takes all your movement for that turn.

Please consider making March stance have the same requirement of "has not moved" as underway (dwarf/orc), without eating all the actual movement points while not letting you move.

At least as an optional mod.
Axneth Ironswift 24 Mar, 2017 @ 6:48pm 
Thanks for updating!
panderson61 9 Mar, 2017 @ 12:40pm 
CA should pay you for this - you make the game a lot more fun with a LOT less frustration - thank you kindly - well concieved and well excuted
liveAiming 27 Feb, 2017 @ 6:58pm 
thanks for the update <3
Crazy Death 27 Feb, 2017 @ 1:12pm 
YEEES! Thanks for the quick update!
Draizix  [author] 27 Feb, 2017 @ 1:02pm 
@all-- Mod updated for Bretonnia. Didn't need to change anything.
Draizix  [author] 8 Dec, 2016 @ 1:16pm 
@Everyone- Mod updated. Nothing to change besides version update.
Cross{x}Hair 27 Oct, 2016 @ 9:55pm 
I find my wurrzag game my movement amount is sp tiny, compared to vamps. Not sure if a mod or a fact:( And im using the 10% mod too
JayDrogo 27 Oct, 2016 @ 5:56pm 
Good idea, thanks for the awesome mod, if you've done all you can with it, it is what it is. I've grabbed a 10% increase in home area mod, it does help. Chasing them down is still a pain when not in home turf. Keep modding though, the mod community has enriched this game beyond what CA could hope to do, so kudos and hats off to all you creators. Thumbs Up for responding and doing all that you could.
Draizix  [author] 27 Oct, 2016 @ 2:02pm 
The only way to make the AI (as far as I can see looking through tables) to not abuse march/move/march is to do it this way. Which then leads us to being nerfed as well. If you really want more movement while hindering the AI ability to do multiple moves you can always get a movement speed mod for in your areas to help alleviate it.
JayDrogo 26 Oct, 2016 @ 8:16am 
Yeah the fact that it takes most movement points to activate on the first really makes this mod less than what it could be. I'm really torn at the moment to keep the mod or not. I like that the enemy can't do movment BS, but cutting our movents down a whole turn really cripples my desire to not have the AI constantly raid outside my range
Cross{x}Hair 26 Oct, 2016 @ 6:12am 
Ahh ok, just read this is normal for first turn..:(
Cross{x}Hair 26 Oct, 2016 @ 6:12am 
I find im able to move less using forced march than if i wasnt using it. Total range is alot less:(

Not sure if mod.
grrblt 2 Sep, 2016 @ 2:41am 
Is it impossible to make March *require* 100% movement points remaining, without actually *costing* any of the movement points? That would be the ideal solution in my opinion.
Draizix  [author] 1 Sep, 2016 @ 5:34pm 
All updated and working with new DLC.
MyBuddy 6 Aug, 2016 @ 1:46pm 
good man.
Draizix  [author] 3 Aug, 2016 @ 8:13pm 
Can't say that I have seen AI raid their own province. I have however noticed that instead of force march they use ambush or underground more. It just seems thats how their programmed. They realise forced march costs too much and would rather use a different stance to get places or none at all.
Korpen 2 Aug, 2016 @ 6:46pm 
Anyone else noticed that the AI sometimes raid their own province? Also, I haven't seen them using Forced March. Isn't it better to remove that stance completely for balancing reasons?
Draizix  [author] 29 Jul, 2016 @ 1:58pm 
[Motive & Warlock] - No problem! Hope you both are enjoying it.
Motive 29 Jul, 2016 @ 9:38am 
Thank you for this mod, and the quick update!
Moth Gaming 29 Jul, 2016 @ 8:43am 
Thank you so much for being quick with the update.
Draizix  [author] 16 Jul, 2016 @ 5:24pm 
Updated to 1.3- Changed movement bonus from 50% to 66% to make up for the lack of movement on first turn when you activate the stance. Will see if it needs to be adjusted at all after awhile.
Draizix  [author] 16 Jul, 2016 @ 5:02pm 
[HotCheetos.sk] The mod is working fine on my end. Ai can't go into March stance without their max movement at the start of a turn. Are they sitting literally on top of your settlement? If so I am pretty sure attacking does not take any movement points when that happens and lets the Ai or even you sack / march stance away anyway since technically you didn't move at all. Otherwise not sure what your problem woudl be as its fine when I tested it.
Draizix  [author] 16 Jul, 2016 @ 5:01pm 
Hey all I am back from trip. Mod works fine even after last patch (whatever got added, haven't had a chance to look) but its fine.
HotCheetos.sk 11 Jul, 2016 @ 2:04pm 
The enemy is still sacking my city and running far out of reach of my nearby armies. Is this supposed to happen?
Draizix  [author] 10 Jul, 2016 @ 5:21pm 
(Visurex) - Yeah that is the only problem. You need the 100% movement points (ap cost) to turn it on and you only get whatever bonus is leftover, which isn't much on the first turn. The only way to counteract it would be to increase the base movement bonus to a bit higher of a value to make up for it.
Visurex 10 Jul, 2016 @ 3:53pm 
Yes it is good mod, so that the enemy can't keep kitting you.

But i dislike the fact that, you can't put the forced march on at the verry begining of a round. and have that bonus.

because : if you actualy need 2 real forced march round to get to a point ,(not going very far but very fast) you actualy need 3 round to get it because the movement nerf is mutch to big.(if you put it on at very begining of a round)

but i use the mod anyway ;)

thx to you
Draizix  [author] 10 Jul, 2016 @ 1:24pm 
(Visurex) - No problem, hope your enjoying it.
Visurex 10 Jul, 2016 @ 8:30am 
thx for mod m8
Draizix  [author] 9 Jul, 2016 @ 11:22am 
(Image) - Haha yeah me and a friend did the same thing all the time. Didn't seem right. If your army is being forced to march they are tired and can't fight. So waiting a turn to have it off seems only natural.
Comedy Knight 9 Jul, 2016 @ 3:58am 
That's nice. I myself too abused that thing, to attack and then switch to quick march to get away with it safely. That was annoying, i almost hated myself :D Thanks for the mod
Draizix  [author] 8 Jul, 2016 @ 6:12pm 
Thanks and no problem. The mod should be done at this point until a CA patch for the game breaks it (if it does at this point).
Neil 8 Jul, 2016 @ 5:25pm 
Cheers for making an updated version, and posting on the old mods page! Good luck trimming the mod to efficient levels, subscribed!
Comedy Knight 8 Jul, 2016 @ 4:33pm 
Subbed for now, gonna check tomorrow for these fixes
Phantus 8 Jul, 2016 @ 4:45am 
I'll give it a whirl and let you know how it goes.
Draizix  [author] 7 Jul, 2016 @ 11:24pm 
Will update again tomorrow to trim the file more. Figured out what needed to be done but for now sleep.
Draizix  [author] 7 Jul, 2016 @ 10:32pm 
Please try again everyone. You can siege, set edicts, see tooltips for all stances (and they work as intended) etc now.
Draizix  [author] 7 Jul, 2016 @ 10:21pm 
Thanks for letting me know. I am in the middle of fixing it here (hopefully), been testing it for the past hour or so.
Phantus 7 Jul, 2016 @ 10:04pm 
Unfortunately this mod disables a number of descripitve tool tips : commandments, stances, events. You can no longer see what the outcome of a decision is going to be. ie: +6 to leadership, +5% taxes, +4 public order etc...
CapybaraConnoisseur 7 Jul, 2016 @ 3:45pm 
gonna try this, AI especially annoys me with their bloody march stance. Cheers
GhOsT 7 Jul, 2016 @ 3:44pm 
gonna give this a try