Total War: WARHAMMER II

Total War: WARHAMMER II

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Specialized Combat
   
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Tags: mod, Battle
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11 Oct, 2017 @ 9:53am
5 Dec, 2020 @ 7:27pm
13 Change Notes ( view )

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Specialized Combat

In 1 collection by HEU3BECTEH
Reasonable battle refinement
3 items
Description
In this mod I have tried to enhance units special traits, making the battle flow more dependant on tactical advantages, and probably resulting in slightly faster battle pace.

With this mod...
• Reckless cavalry frontal charges will stop sending spearmen flying. Charges from the rear will give them even more painful experience though.
• Firearms will stop being crossbows with better armor piercing. They will sweep away enemy squads with one volley. It will take much longer time to reload though. They will require line of sight to fire.
• That one crippled dwarf on the edge of the map, lone survivor of his squad, will not regain his will to fight if their leader is long dead.
• Anti-large units will hit cavalry and large beasts harder. They will go easier on infantry though. Anti-infantry units will be more anti-infantry too.
• Melee attack and defence ratio will have a little more influence on hit chance.
• On siege battles it will take more time to climb walls using miracle-spawn ladders, so you will want to use some siege vehicles. Fort towers will hit harder, but will not reach that far.

That mod was created to change the things I have found confusing, hopefully it can be usefull for someone else too.

Total War: WARHAMMER
With very large unit sizes line of sight requirement can be problematic even with Long Line mod (units do not shoot through each other's heads), because of that here is the version without line of sight requirement[www.dropbox.com].
Technical details: In table '_kv_rules' value 'bracing_calibration_ranks' has been changed from '7' to '6', 'bracing_calibration_ranks_multiplier', 'bracing_charge_reflector_bonus' and 'bracing_max_multiplier_clamp' has been doubled, 'bracing_attack_angle' has been changed from '80' to '100'. In table '_kv_rules' value 'collision_damage_normaliser' has been changed from '0.7' to '1', 'collision_damage_modifier' has been halved, 'collision_damage_maximum' has been doubled, 'collision_damage_default' has been halved. In table '_kv_rules' value 'refusal_chance_vs_charge_reflectors' has been changed from '0' to '0.3'. In table 'projectiles' non-spell non-tower non-artillery_flammable musket 'damage', 'ap_damage', 'base_reload_time' has been tripled. In table 'land_units' non-spell non-tower musket 'primary_ammo' has been halved. In table '_kv_rules' value 'missile_ignore_own_unit_for_friendly_fire' has been changed from '1' to '0', 'projectile_friendly_fire_man_radius_coefficient' and 'projectile_friendly_fire_man_height_coefficient' has been changed to '1'. In table '_kv_morale' value 'only_units_with_living_commanding_general_may_enter_non_shattered_rout_enabled' has been changed from '0' to '1', 'post_rally_no_rout_timer' has been halved. In table 'melee_weapons' for anti-large and anti-infantry units values 'ap_damage' and 'damage' has been decreased on 10%, values 'bonus_v_large' or 'bonus_v_infantry' has been increased on 20% * ( ap_damage + (damage * MDR) ), where mean damage reduction (MDR) has been set to 0.5. Test results show that mean armor (~65, mean armor was calculated using tables 'land_units' and 'unit_armour_types') reduces damage approximately on 50% average. In table '_kv_rules' value 'melee_hit_chance_max' has been changed from '90' to '97', 'melee_hit_chance_min' has been changed from '8' to '3', 'melee_hit_chance_normalisation_coefficient' has been changed from '1' to '1.5'. In table 'battlefield_buildings' fort_tower and fort_wall 'hit_points' has been halved. In table '_kv_rules' values 'climbing_ladder_speed_modifier' and 'climbing_walls_speed_modifier' has been halved. In table 'projectiles' for towers value 'effective_range' has been halved, 'burst_size' has been doubled. In table '_kv_key_buildings' value 'fort_tower_fire_arc' has been doubled.
Best regards.
Popular Discussions View All (3)
25
16 Mar, 2020 @ 6:22am
Specialized Combat - Обсуждение
HEU3BECTEH
19
23 Sep, 2020 @ 2:00am
Specialized Combat - Discussion
HEU3BECTEH
0
11 Oct, 2017 @ 10:08am
日本語の説明とスレッド
HEU3BECTEH
123 Comments
HEU3BECTEH  [author] 12 Sep, 2023 @ 11:19am 
@The Phoenix I do not think it changes it.
@ТВОЯ САМООЦІНКА Спасибо~ Не знаю уж, работает ли. Если что, все изменения есть в описании.
ТВОЯ САМООЦІНКА(UA 14 Aug, 2023 @ 4:19pm 
Хороший мод. Помню ставил его еще на пиратку первой вахи, ковырялся с этим hex editor'ом. Клёвый мод, спасибо. Надеюсь работает)
Iron 10 Jul, 2023 @ 12:17pm 
@003skar98 It is compatible with SFO, ranged tables may be slightly effected, but can always place above mod sfo in load order and test.
The Phoenix 8 Jul, 2023 @ 5:23am 
Does this mod affect/increase overall average battle time ?
003skar98 18 Sep, 2022 @ 6:32am 
Sfo compatibility?
HEU3BECTEH  [author] 16 Sep, 2022 @ 12:50pm 
@Zero Thank you~
I do not think I will be able to do it, but all the changes are in the description, maybe someone will make it to work in WH3, I have no problem with that.
Zero 10 Sep, 2022 @ 5:12pm 
Any plans to bring this to WH3? Love this
HEU3BECTEH  [author] 6 May, 2022 @ 7:13am 
Thanks for the comments~
@Fear2288 Load order should not matter (at least I had no issues related to it and there are no reasons for it to matter).
Sadly I will not be able to test it or update in the near future.
Generally the mod should work with new versions, only some changes to specific new units will not be implemented, but they should be balanced anyway.
Fear2288 8 Apr, 2022 @ 4:34pm 
Does this still work for anyone? I can’t tell if this and the other two mods are actually working. It doesn’t look/feel like they are.

Does load order matter? Do the three (this, artillery, active) need to be in a certain order with one another?
Orums 22 Dec, 2021 @ 11:21pm 
if this works, it'll address hald the salt I have over this game