Total War: WARHAMMER II

Total War: WARHAMMER II

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Brutal Battles & Action Combat (Discontinued)
   
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Tags: mod, Battle
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233.810 KB
12 Oct, 2017 @ 7:08pm
28 Oct, 2017 @ 2:31pm
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Brutal Battles & Action Combat (Discontinued)

Description
Help support me and Mods so I can keep making them for you :)
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Compatibility with this mod is limited. New unit mods work as long as the new units dont have custom entry in the following tables:

[battle_entities_tables]
[melee_weapons_tables]
[missile_weapons_tables]
[unit_spacing_tables]
or a custom entry from [projectiles_tables] that is place into a default [missile_weapons_tables] entry.

Also, overhaul mods like STO and RADIOUS changed/edit/alter either some, or all of those tables, so they are NOT compatible. If any of the above tables are used in another mod, such as realistic flight by Sebidee, then they are NOT compatible. Read this description for details on the different mechanics this mod changes, and if another mod changes those things, it is either partially, or completely incompatible.

I intend to make a version of this mod that IS compatible, but I have no ETA on when that will be; most likely a month or so until I finish with Glory Mods.

This is a combination mod between my mod, Action Combat, and Boo!'s Brutal Battles.

It takes the clashes from Brutal Battles - edits tables in radius, (radius determines the hit box or colision box of each indivudal person in a unit), and decceleration - and mixes it with my mod, Action Combat, which has increased attack frequency, reduced ranged reload times, increased velocity of projectiles, and movement speed improvements.

What you wind up with is an action packed battle, and no more guys in a melee that just stand around looking lost, or two enemies that stand there having a staring contest. So, more animation action, more epic clashes, and easier movement and arrangement of units.

This mod ensures all the balance and stability of vanilla units, changing no other stats. No attack, defense, armor, abilties, etc - none of that is changed. What you end up with is a battle that simply has more action packed animations, and battles tend to progress about 35% faster, which is great for multiplayer campaigns, when battles can take awhile, and you end up waiting an hour when all you want to do is upgrade 1 single building to the next tier.

I play with my brother on multiplayer campaign, and so having battles that progress faster is a plus when the other person is just waiting for it to be their turn. That why I created MY mod, plus with Boo!'s Brutal Battles mod, the resulting action of those battles is truly an epic sight to behold, so it's great for cinematic uses as well!!!

Enjoy, Let me know what you guys think!

**--All credit for Brutal Battles and the icon for this mod goes to Boo!, so be sure to check out his mods!!--**
Thanks again for letting me include your work. Without your half, I couldn't have made this combination mod that really is amazing for me and my brother, so thanks again Boo!!!!!!

Link to Brutal Battles:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1159942572&searchtext=brutal+battles
Link to my original mod, Action Combat:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1166539954

________________________________________________________________________________

Full Explanation of Action Combat:

melee_weapons_tables
- In this table, the only thing edited was attack intervals, decreases the wait time between attacks by as much as 2.5 seconds. These interval values represent a time count. After an attack, this value determines how long the a unit will wait before attacking again. In vanilla, these values resulted in many soldiers in a unit that often just stand around, looking lost.

A few examples:

Dark elves dual swords melee attack interval value (wait time) in vanilla was 4.8, and I've reduced in to 2.8. Most reductions in the wait time for these values were about -2 seconds from vanilla, though there are a handfull of exceptions for balancing reasons. Vargruf in vanilla, for example, was already a very fast attacker, with its wait time set to 2.3, so I only reduced it by -1, so now its wait time between attacks is 1.3, and no, I did not change the rate of attack for giants to 1 or 2. I made sure that all units are balanced in exactly the same way as vanilla, but just scaled up the speed of attack rate up, and the wait time down, leaving the relative differences between each unit relatively the same.

projectiles_tables
- This table affects the range of ammunition, the velocity of the projectile itself, reload time, and other factors. I edited the reload times and projectile velocity mostly. Crossbows match other crossbows in reload times, with maybe 0.1 difference depending on vanilla values. Again this table was edited so that vanilla value differences between the units are relatively the same, but all scaled to decrease the wait time between volleys, so that the attack frequency of ranged units is balanced with the frequency increase of attacks of the non-ranged units.

Example - a long_bow_arrow - if it's reload time is 8 seconds, I made it 6 seconds.

Also Projectile velocity of bolts and arrows have been increased across the board by 35% - 50%. This just means that the projectiles, once fired/launched, reach their destination 35% - 50% faster. This does not modify or change damage or armor piercing or anything else in any way. I did this because I felt that there are too many units, if running or charging towards an archery unit, they run fast enough to cross the impact zone much to easily. Meaning, The archery units aim their arrows where the target is currently located, but by the time the arrows arive, the sprinting or chargin unit has crossed over the impact zone, thus dodging to frequently.
________________________________________________________________________________

COMPATABILITY - READ THIS SECTION CAREFULLY, before asking any questions.

In the case of mods that add stand-alone new units to a roster, I can only provide limited support, as their new units sometimes have their own custom melee_weapons_tables, projectiles_tables, and battle_entities tables. The best way to make these units compatible with this mod is to ensure that, under land_units_tables, their primary_weapon and ranged_weapon are set to vanilla keys, and that the man_entity table, also under land_units_tables, are also set to vanilla keys. If they use existing vanilla keys, and havent edited them, then all new unit mods that add units to a roster will work just fine. If they don't, then the game will still run, it just won't be balanced.
101 Comments
Lyrithus  [author] 13 Oct, 2017 @ 11:32am 
@FremyS

I figured out what you were experiencing, and it was not machinegun fire, it was fire at will enabled. You see, with that enabled, not everyone in the a unit fires at the same time. So, if there are 50 guys in a crossbow unit, then with "fire-at-will" turned on, 3-6 guys will fire off their first shot, and begin reloading. In the meantime, another 3-6 guys will fire their shots, and begin reloading. This continues until that first group is ready to fire again, and when they are, the other last groupd of guys are just now firing off their shots, so it LOOKS like continuous machinegun fire, but it really isnt.if you turn off "Fire-at-will", and wait for an enemy to fully be in range, then give the command to fire, they will all do it at the same time, then you will see that, when the whole unit fires at the same time, they then all reload for 5-6 seconds, and then fire again.
Lyrithus  [author] 13 Oct, 2017 @ 11:13am 
I've been running tests with A.I. against A.I., and all ranged units shoot like that are supposed to.

If you read the description, you will notice that bolts(crossbow ammo) and arrows(bow ammo) also travel faster. bolts travel at a speed of 80, up from 45, and arrows travel at 70. equivelant changes have been made to bullets, for rifles and pistols. So yes, the amoo travels faster, almost double, but they certainly DO NOT fire round after round.

RELOAD TIME has only been decreased by as much as 2 seconds, so an 8 second reload time for crossbows would be reduced to 6 seconds. Tested, and working perfectly.

However, arrows already have a further range than bolts. In Vanilla, a bow and arrow unit typically has a range of 160, and an equivelant crossbow unit would have 120. I have increased the ranges of these units by either +10, +15, or +20, which is not very much.
Lyrithus  [author] 13 Oct, 2017 @ 10:44am 
Also everyone should be aware that modders may not explain what tables they edit, either because the list is far to extensive and would overwhlem the description page, or because they want it to be a surprise. So if you have other mods, be sure to find out what tables they edit.

For example, overhaul mods that very large, like Steel Faith, or radious. Those mods are huge, and edit a crap ton of tables, so be sure to research and learn everything a mod does to ensure that the ones you have, or want, do not conflict with each other.
Lyrithus  [author] 13 Oct, 2017 @ 10:44am 
@FremyS - read my updated description, it makes it clear what was done.

Did you make sure to let your launcher update the mod before starting the game? Because, like I said, I've updated the mod that only brings the reload time from 8 second to 6 seconds. so, if thats not the case with you, then there is something wrong on your end. Perhaps you have a mod that is conflicting with Brutal Battles & Action Combat, because if you have any mods that edit projectiles_tables, then it will for sure mess with this mod.
FremyS 13 Oct, 2017 @ 7:09am 
@Lyrithus
I don't know what's the matter, but the archers shoot like machine guns, without interruption
Lyrithus  [author] 13 Oct, 2017 @ 6:32am 
@FremyS

Yes, there was a mistake with the first upload, but I've updated and fixed the issue. Apparently, the reload speeds were cut in half from there original values, but they are back to my original edits. Look in the description that talks about a reload time of 8 being reduced to 6. Also, running speeds and charge speeds have been adjusted to catch up to the increased velocity of projectiles, but not so much that they outrun the arrows. On average a regular speed infantry unit can outrun about 35% of the arrows, but the rest will still hit. faster units can dodge as much as 75%- 90% depending. Like fell bats of the vampires can probably outrun 90% since they fly pretty dang fast. something like dark elf corsairs can outrun 50%-60% ish, and well cavalry is somewhere inbetween.
Lyrithus  [author] 13 Oct, 2017 @ 5:06am 
@eldiabs - Thank you for making me aware of that. I've fixed the link, and it should link you directly to brutal battles mod.

Again, if you don't want battles to naturally progess 35% faster, then Brutal Battles is your mod. His mod does not change the wait time between attacks, so when armies are engaged in a melee, you will still see some guys that just stand around at times. However, he does make changes to the initial clashes of units, making them colide with a much better looking splash.
FremyS 13 Oct, 2017 @ 1:46am 
very good mod . BUT reload is very fast((
Godlike 12 Oct, 2017 @ 11:46pm 
Radious compatybille?
Cuddles 12 Oct, 2017 @ 10:12pm 
you my friend are a god among men.