Total War: WARHAMMER II

Total War: WARHAMMER II

Return to Glory: Stranger Wings
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.
Night Writer  [author] Oct 24, 2022 @ 9:34am 
Continued:

Question:
Is there some multipliers involved that cause flying units to not be as fast as thier speed values would make them seem? Is something else at play? Or is it you didn't edit anything on the stat sheet except speed?

Answer: The only limiting thing would be animations, because those are controlled completely separately from the Walk/Run/Flying, however I can tell you without a doubt that all flying Units in the game are MUCH faster using this mod. Dragons are faster using the "I Fixed Dragons" mod.

This mod edits these parameters:
-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
Night Writer  [author] Oct 24, 2022 @ 9:17am 
@Sir Squirrelsalot>

So one thing I was curious about with both this and your dragon mod is you say you made them faster, but didn't change there stats (speed):

Answer: Speed is not a battle stat, like Damage, Melee attack, Defense etc.
Speed on the Unit sheet is determined by the Walking/Running field, Speed does not affect attack or damage output in any way, except for the fact that the Unit can get to a location faster.

So walking can be 1-5 lets say ( although I could make walking just as fast as running if I wanted too) measurement of movement is actually taken from the highest number, so if you set walk to 2 and Run to 10, Speed defaults to 100 (10 x the Run Number) but if you set your unit to walk speed during the battle their speed is now 2.. However this does not account for flight speed. Flight Speed is it's own measurement, as Flying units have three fields for movement, Walk, Run and Flying.
Sir Squirrelsalot Oct 23, 2022 @ 8:59pm 
So one thing I was curious about with both this and your dragon mod is you say you made them faster, but didn't change there stats (speed) Is there some multipliers involved that cause flying units to not be as fast as thier speed values would make them seem? Is something else at play? Or is it you didn't edit anything on the stat sheet except speed?

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.)
Night Writer  [author] Oct 23, 2022 @ 3:32pm 
This mod is designed to synchronize with my latest mod: Return to Glory: Apocalypse>
https://steamcommunity.com/sharedfiles/filedetails/?id=2879125233
mason.focus Oct 22, 2022 @ 4:44pm 
Great mod
CaptainKampfkeks Oct 22, 2022 @ 11:34am 
Perfect. I found it very weird how whack the flying units behaved. Dragons were the most underwhelming, but every other flying unit is affected by underperformance as well. I also find the choice very odd that you'll lose a battle if you only have flying units. Why the heck should your air force loose a battle just because they fly? Is that perhaps something you could change with the mod as well, or would that go beyond the scope of this?