Total War: WARHAMMER II

Total War: WARHAMMER II

35 ratings
Return to Glory: Stranger Wings
   
Award
Favorite
Favorited
Unfavorite
Tags: mod, Overhaul
File Size
Posted
Updated
34.362 KB
Oct 22, 2022 @ 5:26am
Nov 12, 2022 @ 12:22pm
3 Change Notes ( view )

Subscribe to download
Return to Glory: Stranger Wings

Description
NOTE: Please remember to rate the mod. Thank You! (THAT'S THE GREEN THUMBS UP)


FEAR THE SKIES ONCE MORE:

After I made the "I fixed Dragons" mod, a subscriber requested I do an overhaul of Phoenix's as well. I had already planned on doing multiple overhauls, and the next one I created was Return to Glory: Cavalry and Chariots. I decided why not just overhaul all of the flying units in the game, if I did dragons and was going to do Phoenix's, doing all flying units was the next logical step.

Return to Glory: Stranger Wings, was born.

What this mod does:

-No more slow flapping barely hovering flying units that take forever to get across the field.
-ALL Flying Units in the game have been Overhauled( Except Dragons, as they are in my other mod)

Units will attack more fiercely, smashing into ground targets like the Great Eagles in the LOTR.
-Walk faster
-Run faster
-Charge faster and initiate the charge further out to build more speed.
-Select targets quicker
-Turn/change direction Faster
-Fly Faster

-Weight was increased for every flying Unit, so flying charges and running land charges are more devastating.

-Any flying unit that had special bombing abilities, their Ammunition was increased (Double or more uses, but not crazy, there are still limits to all ammunition for the flying units) (Arrows/missiles were not touched)

-HE Phoenix's and Dwarven Gyrocopters, as well as Lizardmen Rock Dropping units all received the additional ammunition, as well as slight increases to the bombing attacks, to bring them more inline with each other. Other units may have as well, (Just can't remember the other units right now)

-Cool down of certain abilities was reduced, to allow more use of those attacks.

-Flying Units can now be used effectively as Outriders, and Unit Chasers, to run an enemy right off the field, or crush them from behind as they flee wiping them out completely. And you will be able to catch the runners now, because flight speed has been improved substantially, and is NO LONGER barely faster than getting out and walking.

-They make Excellent Cavalry counters, and Left and right Wing Defenders.
Or send them out immediately upon battle start to hunt down artillery, and soft spots in your enemies lines.

-Surprise and Bog down enemies who attempt to circle around behind you.

-See a Unit crumbling across the battlefield, send them Airborne reinforcements that will actually get there in time to save them.

WHAT THIS MOD DOES NOT DO:

It does not edit the stats of the Unit's so nothing was done to:
-Melee Attack
-Weapons
-Armor
-Health
-Melee Defense
-Leadership

I am purposely not editing stats in any of my mods currently because of compatibility with several mods I am using, and that others may be using. So for instance my mods should be completely compatible with SFO, Radious , Expanded Unit Rosters etc, because the only thing that I am changing is battle Entity tables /Man Entities/Special Ability uses etc.
If you place my mod above any unit overhaul mods my tables will over write their tables, no issues as they will be using the same battle/man entity definitions as I am, meaning their units will now be using my edits.

This mod adds no new Weapons, Custom units, locations, or Campaign/building edits, so should be 100% Save Safe to add to a Campaign in progress.
16 Comments
sentient microbe Apr 15, 2024 @ 6:30am 
I've been trying to find a mod that will force a flyer to fly out of wherever they are instead of running for 30 meters and then flying. Is there one? Is this already a thing in vanilla and I just don't know the setting?
Zeeningg Apr 15, 2023 @ 8:33am 
super late 2nd post but did try this and omg this is INCREDIBLE!!!!! makes flying units(my 2nd favorite behind casters) absolutely lethal and super fun to use, soooo good at chasing down running enemies now when you want to leave no survivors etc
Night Writer  [author] Mar 22, 2023 @ 6:07am 
Hey Danielskipp, did ya rate the mod? Seems like ya like it. Could you take a half second and click the thumbs up icon. Thanks. All my mods will be ported to WH3.
danielskipp Mar 21, 2023 @ 10:57am 
Pleeeease, pretty please, port for wh3?
Zeeningg Jan 6, 2023 @ 1:41pm 
omg im so excited for this:EG2max:, if this works... you sir are a god.... i love flying units and it drives me absolutely fkin insane when they literally have OVER DOUBLE or even TRIPLE the move speed of things they're chasing and they just chase them like morons not attacking once and running them right off the map(i like to kill ALL the enemies, not let them rout so it's less to clean up in 2nd fight) and they become essentially useless unless i'm using a trainer for infinite ability uses on something like lizardmen terradon fliers(spamming rock drops) which even that takes an absolutely exorbitant amount of micromanaging because the pathing is super janky and theres like some dumb acceleration/deceleration period while they putz around :kingratbag:
CaptainKampfkeks Oct 28, 2022 @ 1:41am 
I know it's not a priority, but could you please make these mods for game 3? Especially this, the dragons and magic, as well as the riders and chariots mods are absolutely essential. Apocalypse would be too soon, since the game can't handle too large armies anyways. But I want to play 3 with a friend soon, so these mods would be grand to have.
Sir Squirrelsalot Oct 25, 2022 @ 9:43am 
So that priority seems to get overwritten when a unit is told to run, (I haven't ever since a unit make attacks while trying to push it's way out of another unit) and lords and cav shove thier way out of infantry all the time.

However, based on the fact that it increases their weight and ground speed it will help them get out more often, since like horse cavalry they will (more often) have the weight to push their way through the infantry to get themselves space and speed to leave. Even if it doesn't help with how derpy they get.

Does this mean that when I have a bunch of hawks that have been given an attack order that are still flying in circles around the enemy have not engadged in melee? Since they apparently have to land to melee. (happens when I tell a lot of hawks to attack one unit)
Night Writer  [author] Oct 24, 2022 @ 8:40pm 
For all of you who love the Armoured High Elves mod, I made a submod for it to allow you to use his units with Apocalypse.

The Submod: https://steamcommunity.com/sharedfiles/filedetails/?id=2879632248

Make sure to give thanks to szzsjoe for his Original mod. His units work flawlessly in this mod and are of course some of the best High Elf Unit choices you can make.

His mod can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1175729451
Night Writer  [author] Oct 24, 2022 @ 9:36am 
Continued:
So as you can see your Unit is in the middle of an action, still has to turn to face Goblin 3, Attack Goblin 3 and then still have enough Clearance and forward momentum to execute his flight animation for the retreat order you gave him.
Night Writer  [author] Oct 24, 2022 @ 9:35am 
Continued:

Question 2:
Also does this help with the issues they have with disengading from melee? (Almost never get all the hawk riders back into the air when I tell them to evac:

Answer: No, because this is not controlled or affected by the above changes, excepting that the units now have more forward motion speed and charge speeds which can allow them to escape groups a bit better. However the hawks are not disengaging because they can't, their animation to take flight requires a specific amount of speed and distance possible, and if they are surrounded on all sides this is not possible.

The order of priority is based on a Queue of orders given and or actions taken.

So like this:

Goblin1 Attacks Hawk
Hawk Attacks Goblin1
Goblin2 Attacks Hawk from behind.
Hawk turns to face Goblin 2.
Goblin3 Attacks Hawk from the side.
Hawk is now Attacking Goblin2
and then you issue a retreat order.