Total War: WARHAMMER II

Total War: WARHAMMER II

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Delayed Reinforcements
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Tags: mod, Battle
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Dec 15, 2020 @ 10:41pm
Feb 12, 2021 @ 7:50pm
7 Change Notes ( view )

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Delayed Reinforcements

Description
2/4/21 Update:

The Lightning Strike skill has been reworked. Now, instead of making battles that have no reinforcements, having the lightning strike perk will mean that reinforcements will instead be heavily delayed in battle, allowing the main armies to fight without reinforcements for longer, but not forever. The old lightning strike text will still exist on the perk tree but the battles have been removed so the player and ai cannot run old lightning strike battles (now its just a permanent buff).

Reinforcements themselves have also been changed slightly. Waves of reinforcements will now arrive together if the armies are too large that every reinforcement can't fit on the battlefield. Where originally, reinforcements would arrive one at a time as units fell on the battlefield, now reinforcements will wait until there is room for many units at once so the army can keep some semblance of hectic shapes.

Both of these changes are configurable in MCT, along with some other options. Also the system I had was reworked slightly so hopefully some older bugs will no longer happen.

Original:

Delays reinforcements from arriving to a battle immediately. Instead they will arrive a random time from a few seconds to a few minutes later in the fight, similar to how many quest battles have reinforcements arrive late. This effects armies from both players and AI, and should work in any campaign/custom battle, except for quest battles, which I haven't changed. This mod also doesn't affect reinforcements which are deployed at the start of the battle, such as garrisoned defense units.

While random, reinforcements from both sides should arrive around the same time, so one side can't be suddenly overwhelmed by the other side getting their reinforcements much earlier than them. Reinforcing armies on opposite sides should arrive within 20 seconds of each other, enough to make a bit of a difference, but hopefully not unbeatable.

Reinforcements time of arrival is random, but affected by many effects, like the stance the reinforcing army is in. More fatigued armies (like marching or raiding armies) will have a slight delay to their arrival time, with the delay going up per level of fatigue. Certain units like cavalry and flying units will also arrive before their infantry counterparts, while artillery will arrive slower (armies now no longer arrive in the same order they are in the campaign map). Also, subsequent armies take longer to arrive to the fight, so your fifth army will arrive much later on average than your second army.

Also, this mod is compatible with the Mod Configuration Tool: Reborn, allowing for many tweaks to the numbers behind the scenes, so you can change the arrival times if you aren't happy with the defaults.

Hope this helps to make stacks of armies fighting each other in the campaign just a bit more different!
113 Comments
V Jul 10, 2023 @ 3:01am 
4) This mod causes some quest battles to bug out because after you click "Start Battle" you are met with a black screen forever. I know the author stated he didn't touch quest battles, but his script affects some of them somehow, causing the bug, like this one for instance if the play the Last Defenders campaign: https://i.imgur.com/b8md9tT.png

The bug is immediately solved by disabling the mod through the MCT menu. Remember to follow the process of doing it in the game's main menu, then doing it again once you've loaded into your save file.
V Jul 5, 2023 @ 6:58pm 
3) Don't use "Waves deploy together" option, it will often cause some of your reinforcements' units to not appear at all. If your reinforcement army had 20 units, something like only 17 will turn up.

Most importantly there is a major bug with line 354 of the script which causes the lightning strike delay to be always 15 seconds, regardless of your settings.

I have fixed this along with added a proper icon and tooltip ability, so when you hover over the lightning strike in the skill tree, it doesn't look weird anymore. Now your lord (and the enemies') will also have an ability—the round little icons—that indicates they have lightning strike.

Just download and put inside the data folder: https://drive.google.com/file/d/1wQc9nK7SxiGZWqRd4H1Vn8RV3A9Z8WQQ/view
V Jul 5, 2023 @ 2:24pm 
There are a few comments below about setting all options to 0 and still reinforcements have delays. I suggest that once you go into battle, open MCT settings and check if those values you had set are still 0. Chances are they are NOT (again this is a bug with MCT). So you need follow my instructions in the previous post.
V Jul 5, 2023 @ 2:24pm 
1) This mod cannot be removed without invalidating your save file. Though I don't see why it needs to be removed when it is simply a customizable version of the original effect.

2) If you want to have no delays in your own reinforcements, you need to set both the max global delay and the min global delay to 0 (the function picks a random number between these two).

Now remember that the Mod Configuration Tool itself is sort of bugged. So you need to go the main menu, set the numbers there, save it to a profile, and finalize. Then load your save file, go to MCT settings again, and apply that profile, and finalize.

Finally you need to save your game again. Now when you load into your latest save everything will be perfect.
Equivocator Feb 9, 2023 @ 10:57am 
@N I T R O the reinforcement mechanic does not exist in custom battles, the armies spawn all at once.
N I T R O Feb 9, 2023 @ 5:12am 
hello. Does this mode work in 'custom battle?' And if so. How does it work?
DracoMcGee Feb 10, 2022 @ 3:59pm 
I finally got reinforcements once my original army was completely wiped out.
DracoMcGee Feb 10, 2022 @ 3:54pm 
In a settlement battle atm. (my settlement vs enemy army) The fights been going for 12 minutes, my reinforcements havn't come in. The enemy has gotten theirs 3 times.
Acastian Jan 7, 2022 @ 9:28pm 
yes
PGV Nov 27, 2021 @ 9:56am 
Is this compatible with SFO?