Total War: WARHAMMER II

Total War: WARHAMMER II

Diversified Movement [Reduced Version]
65 Comments
Trakaan - Adventurers Guild Inc.  [author] May 22 @ 9:04am 
Visual terrain would be tricky. What would be doieable (I think) would be by "climates" (jungle slimates slows everyone but lizardmen, mountain slow everyone but dwarf , greenskins and skavens, and so on)
Bael May 10 @ 7:52am 
You are the cloestest thing I can found for my mod idea, i want to increase certain race movement range on certain terrain. For example, Lizardman and woodelf should not have movement penalty in the god damn jungle. Out run by human with cannon are an insult!!!
Trakaan - Adventurers Guild Inc.  [author] Feb 12, 2022 @ 7:34am 
No update from now-on. TWH2 uninstalled to make space for TWH3 ;) . The mod will be ported to TWH3 IF needed and when I feel like it. Might not be before the combined, map might not be at all we will see !
Trakaan - Adventurers Guild Inc.  [author] Jul 15, 2021 @ 7:16am 
Updated for the new game update/dlc. the % in mod descption are still outdated.
Will try to research/ refine some things before warhammer 3 on my own version of the mod. If some things feel better than in this released version might update it .
I Jan 1, 2021 @ 2:14pm 
good mod.
Trakaan - Adventurers Guild Inc.  [author] Dec 5, 2020 @ 8:39am 
Updated for the new game update/dlc. the % in mod descption are still outdated.
ginny big Jul 23, 2020 @ 7:54pm 
ok buddy, this is epic 10/10 tank u dad
Trakaan - Adventurers Guild Inc.  [author] Jun 1, 2020 @ 6:23am 
@Meuthoua I looked at it and the two mods should be compatible.
Trakaan - Adventurers Guild Inc.  [author] May 31, 2020 @ 12:30am 
That depends of how this partcular mod works. I will try to have a look next week.
On an other subject, I will also have to update the mod because there is currently a malus for orcs navy (double time is less efficient than other races) and it is making Grom act in a way he is less willing to attack ulthuan so I will try to cancel that for him.
Meuhoua May 30, 2020 @ 11:04am 
Do this is compatible with "Fast Units - Fast Armies" wich add a range variance depending on the slowest unit in the army composition ? (or may I suggest to add this kind of variation in your own formula)
Trakaan - Adventurers Guild Inc.  [author] May 24, 2020 @ 8:36am 
Updated for the new game update/dlc. the % in mod descption are still outdated (will try to update it this week).
Syntax Feb 23, 2020 @ 11:08am 
Perfect! Can't wait to try it. The only one that had me thinking about was wood elves vs high elves. Would love to see HE slower than wood elves. Both for overall balance between the two, and because the lightly armed / armored wood elves seems like speed would be more of a thing that their better armored and armed cousins.
Trakaan - Adventurers Guild Inc.  [author] Feb 23, 2020 @ 10:46am 
the speed comparison is outdated will update : you can do -30 so imperials are at 70%, reikland 85%, dwarfs 65% , and so on
Syntax Feb 23, 2020 @ 10:28am 

This looks very interesting, but I'm a bit confused, in one section you say all campaign movement has been reduced, but in your speed comparison most of the races are equal to or greater than 100% of vanilla.

I'm really looking for slower overall movement, but diversified would be most welcome, as long as on balance it is slower than vanilla.

Shatilov Dec 30, 2019 @ 10:51am 
Its working, thank you.
Trakaan - Adventurers Guild Inc.  [author] Dec 26, 2019 @ 8:13am 
Just updated, the turn 1 crash should be fixed ! please report any other problem you might encounter during your campaign =)
Trakaan - Adventurers Guild Inc.  [author] Dec 24, 2019 @ 12:00am 
Ok I just witnessed myself what you mean. I will have to figure it out but unfortunately will be away for a few days so I will fix this ASAP but not before thursday evening.
Shatilov Dec 23, 2019 @ 10:51am 
previous version was working well.
Shatilov Dec 23, 2019 @ 10:51am 
When enabled this mod crashes the game at

1st turn on Clan Fester on ME.

1st turn on The Blessed Dread in Vortex Campaign.

Tried it with mods and without mods.
Trakaan - Adventurers Guild Inc.  [author] Dec 22, 2019 @ 6:14am 
updated
MorglumNecksnapper Sep 24, 2019 @ 11:34am 
Amazing, thanks so much! Can't wait to test it out.
Trakaan - Adventurers Guild Inc.  [author] Sep 17, 2019 @ 6:53am 
updated. Added the relevant changes for the new lords and corrected a mistake I did in the previous version with some buildings where the "damaged" and "undamaged" values were swapped.
voiceofreason467 Sep 10, 2019 @ 8:29am 
@Trakaan: Don't worry about it, as we all have real life obligations that take away from such things.
Trakaan - Adventurers Guild Inc.  [author] Sep 10, 2019 @ 4:51am 
Update warning : With my IRL workload at the moment don't expect any update of this mod before 1 or 2 weeks after the new game update of this wednesday (11th of September) (so that gets us around mid or end of september). Sorry for the inconvenience.
Trakaan - Adventurers Guild Inc.  [author] May 1, 2019 @ 7:16am 
updated. Added the relevant changes for the new lords
Trakaan - Adventurers Guild Inc.  [author] Mar 7, 2019 @ 11:45am 
No problem. i just mentioned "reduced" because the numbers are way lower than before the last update (which was a while ago when the last dlc came out)
voiceofreason467 Mar 5, 2019 @ 8:12pm 
I was just curious because it said reduced version, I figured you just made this mod a reduced version, then there would be a regular version and an enhanced version. Wasn't aware if there any demands on your end to do this or not, which is why I asked.
Trakaan - Adventurers Guild Inc.  [author] Mar 4, 2019 @ 9:25am 
I have no plan for that in the near futur as I'm glad with those numbers right now. I might give it a look again after the next DLC or major update (which I have no idea when it will be ) but don't want to promise anything.

If you want to modify yourself those numbers using modding tools like PFM (or ask an other modder to do so, feel free to do it (You can even post it on the workshop afterward if you want to. =)
voiceofreason467 Mar 3, 2019 @ 8:12pm 
So when are you going to create a non-reduced version?
Trakaan - Adventurers Guild Inc.  [author] Nov 19, 2018 @ 3:41am 
Found the time to fix it ! It was 2 datas overlapping due my the last update. You should be able to tunnel further now (but still less than in base game since the dwarf move distance has been reduced).
Trakaan - Adventurers Guild Inc.  [author] Nov 19, 2018 @ 1:26am 
I noticed this problem too. I won't have time to look at it before next week-end when i will try to fix that.
Lycia Pintella Nov 18, 2018 @ 1:15pm 
I can barely tunnel through any terrain as the Dwarfs. Did they get a nerf to tunnel distance?
Trakaan - Adventurers Guild Inc.  [author] Nov 15, 2018 @ 2:58am 
There was indeed a problem with vampire coast LL movement distance. I just updated the mod to fix it. They now have the same navy double time distance as elves (I made a mistake they had same pourcentage but since there base distance is lower the pourcentage needs to be higher for them). Also I boosted their base move distance to be more than tomb kings since they need to be more mobile than vampires.
Trakaan - Adventurers Guild Inc.  [author] Nov 13, 2018 @ 12:46am 
It is as for vampire (with this mod which are the slowest) on land but they have a buffed double time when on a boat (the boat double time is +100% instead of +50% in base game). I changed a lot of values with this update and I will try to update the description whith all changes as soon as possible.
Artemis Khall Nov 12, 2018 @ 8:17am 
What's the movement buff for the vampire coast LL?
Trakaan - Adventurers Guild Inc.  [author] Nov 9, 2018 @ 9:14am 
updated fot the vampire coast update
Trakaan - Adventurers Guild Inc.  [author] Jun 8, 2018 @ 10:41am 
Small update :

Alith Anar now has a +15 range (So for comparison in vanilla Teclis and tyrion have 0 and him +10 and with this mod teclis and tyrion +10 and him +15) He also has a boost for the army he is leading of +5 making him one of the lords that can walk the furthest. (from a lore perspective he is able to strike everywhere and disapear like a shadow)

Ungrim now has a +10 boost to his faction and +5 to own army (making him like bellagar without the tunelling bonus) From a lore perspective it is to reflect is will to walk across the old world to finally die in battle at the hand of a worthy foe.
Trakaan - Adventurers Guild Inc.  [author] Jun 6, 2018 @ 7:56am 
updated for the norsca revival update. Some minor changes might come in a few days/weeks after more testing of the new lords.
Trakaan - Adventurers Guild Inc.  [author] Feb 14, 2018 @ 12:27am 
Thx for spotting this mate !
I just made some tests and you were almost right.

It is not the overhaul distance that seems to be capped but the marching one
March distance seems to be hardcoded between -100 and +150 (but you can still force march)
It seems to be the same for forced march but I didn't find the cap yet but it is above 200)

After a quick look it shouldnt impact any race except the beastmen when they choose the "move moon" and of course if there are multiple bonuses such as roads/ TK after battle choice, etc. it may cap.

I will have to study and test that to make sure everything works fine and wil release an update when it is done !
Ebokianknight Feb 13, 2018 @ 4:10pm 
I was under the impression that the maximum distance hardcoded into the game was 150%. So like if you force march one character, and another has +30% from other things, the main movement was 130% but the forced march was 150% still. Are you sure that the speeds exceeding the base 150% work?
Trakaan - Adventurers Guild Inc.  [author] Jan 24, 2018 @ 4:04am 
Updated for the Tomb King Update. Tomb kings + thretch movement in description.
Didn't update tomb king and thretch ambush chance yet since I need to play/with against them and study their lore firts. Also made my "dwarfs are shorter" update (updated the description)
Gleen Cross Jan 18, 2018 @ 7:07am 
How about you give them a corruption resistance on forced march situations? Not a 100% resistance of course, but at least some small advantage. With limited movement, penalty on stamina, etc... they will struggle a little bit to move outside of their owned mountains, but they will have the advantage of avoiding corruption on tunnels, or they can take the corruption head on, they will not be corrupted just like other races because they are stubborn as hell, lol
Trakaan - Adventurers Guild Inc.  [author] Jan 18, 2018 @ 1:01am 
thx for your feedback ! I hesitated a lot concerning dwarfs :
Vanilla :
Dwarf : 100% and forced march +50 (150%) // tunnel 100%
Main dwarfs : 100% and 150% // tunnel 100%

With the mod :
Dwarf : 110% and forced march +50 (160%) // tunnel 110%
main Dwarfs : 120% and march +50 (170%) // tunnel 120%

I'm currently testing a version :
Dwarf : 95% and forced march + 55 (150%) but no fatigue // tunnel 95
Main dwarfs : 105% and march +55 (160%) but no fatigue // tunnel 105
and a +5 bonus to tunneling (100,110) in owned region (they control the underway)
Gleen Cross Jan 17, 2018 @ 5:18pm 
Very cool concept Trakaan =) I always find weird how the dwarfs could cover the same distance on foot compared to other races... considering their short legs and everything, lol But you tried other approach, the dwarves goes even further because they are resilient? That makes sense as well... idk, I always imagined a mod that gives some "penalties" for dwarves considering maneuverability (both on campaign and battles), maybe adding a little bit of armor to balance things out.. Literal mini-tanks. That Lord of the Rings scene always comes to mind, how Gimli was struggling to keep the pace with Aragorn and Legolas, lol
Malykriss Jan 16, 2018 @ 6:31am 
I just want to confirm that since the last update this mod is, from what I've seen so far, compatible with SFO :) Thank you for all your work! This has really increased my enjoyment in the game.
Rustic Clover Jan 14, 2018 @ 2:07am 
The changing/adding units will be a seperate mod, right?

And interesting! Your unique factions mod will definitely make it even more interesting to play different factions with Crynsos' Faction Unlocker.
Trakaan - Adventurers Guild Inc.  [author] Jan 14, 2018 @ 12:52am 
Concerning my "unique factions" mod : The first version will emphasize each faction by augmenting one or more features (grudges,/ this faction is known for their riders, this one for being merchants, ...) and doing the same between lords. This won"t necesseraly be big changes for all races (Hef and def for example won't change much) but with my other mods and a new custom Startpos I'm working on it will definitely change the way the campaign unfolds.
I'm currently testing an almost finished version but I want to include tomb kings into it so no release before then.

After this 1st version I intend to "dig deeper" and why not try to rebalance/add units, look at garrisons, add new features and so on.

About that underway mod it does exactly what I wanted but I took a look at it and it's script based and I've not tried this kind of modding yet. But when I have enough time I might guve it a go :)
Rustic Clover Jan 13, 2018 @ 7:08am 
Also, about limiting the tunnel system, there's a mod that limits JUST the Dwarfs and Greenskins to mountain regions with the underway, so it is doable to make a region untennable for a specific race. You could possibly contact the mod creator and find out from him how he did it.
http://steamcommunity.com/sharedfiles/filedetails/?id=1226741978&searchtext=underway
Rustic Clover Jan 13, 2018 @ 7:06am 
I'm excited for your Unique Factions mod! Can you give any info as to what it'll do exactly to make factions unique?
Trakaan - Adventurers Guild Inc.  [author] Jan 10, 2018 @ 2:04am 
@SIGMAR BLESSED THIS RAVAGED BODY : Hi ! Thx for your kind words ! I just updated the mod to make it as compatible as possible without deleting anything. Please tell me if it works better for you (you may have to restart a campaign). Unfortunately SFO modifies a lot of things and if it still conflicts there is not much I can do without deleting features.

@all The infographics for all changes is not finished yet so I decided to add a full list of the new speeds for comparison in the mod description. Ambush intercept and stance changes description coming soon !