Total War: WARHAMMER II

Total War: WARHAMMER II

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More Mass for Chariots
   
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Tags: mod, Battle
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Posted
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837.721 KB
23 Dec, 2020 @ 7:20pm
14 Aug, 2021 @ 1:50pm
5 Change Notes ( view )

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More Mass for Chariots

Description
Originally posted by Chamillionaire:
They see me rollin'

What This Mod Does

Chariots now have more mass so they are much more effective at plowing into enemy infantry lines, within reason.

Also, the acceleration stat on most chariots has been buffed slightly - usually by a number near 10%, but never higher than the unencumbered draft animal's acceleration stat.

I also shrunk the size of several chariot "articulation points" (the point that the chariot bends). In the game's coding the articulation point is its own entity with its own mass and collision hitbox and equations. Turns out that many articulation point hitboxes were even wider than the chariot itself. The result after this change is less collisions when in a blob of enemies, and therefore less getting mired down in the "tarpit".

Why I made this: It always bothered me how generally ineffective most chariots were at breaking enemy lines. They'd always get mired inside and have difficulty breaking away and just generally weren't worth the effort to use or the space in your army.

Settra the Unstoppable

Settra's Chariot of the Gods has undergone a substantial mass increase. The chariot now has 4000 mass. For reference, that is equal to a Bastilodon, or 72% of a Warsphinx!

The living are crushed beneath it's wheels... all is as it should be.

How to Use Chariots - a quick guide

STEP ONE: RAMMING SPEED. Come in from the flank with your chariots, either from the back or from the sides. Archers or infantry in melee are good targets.

STEP TWO: PULL OUT. Click J after about 5 seconds of them being in melee, which will automatically peel them back and prepare them for another charge.

STEP THREE: REPEAT RAM. Do it again! Keep doing this until the enemy breaks. Get creative with it, just make sure they don't get locked down.

Other mods

Way More Mass for Cavalry & Chariots (aka "Glorious Charges")


Pierce's Better Sieges


Perfect Vigour for Tomb Kings


FAQ

Why doesn't this include a buff to cavalry mass? -- I feel cavalry are in a pretty good place right now balance-wise and don't need it. My Glorious Charges mod has you covered though if that's what you want. :)

Is this compatible with SFO? -- It won't crash. But this mod gives stats to fix vanilla chariots. No promises that it's properly balanced for SFO.

Can I add it to my current saved game? Or will my save still work if I delete it? -- Yes. It's fully savegame compatible.

You're awesome! How can I support you? -- I'm a sucker for a compliment. Or if you're feeling even more generous, K9s for Warriors[www.k9sforwarriors.org] does good work.
13 Comments
Zasler 11 Jul, 2022 @ 4:14pm 
I've test this mod on The End Times and SFO and they both work. Makes chariots way more enjoyable!
Charlie 26 Jun, 2022 @ 3:45am 
Thanks very much for this mod. I've used chariots a lot in total war but when I tried cold one chariots and they were getting stuck in skavenslaves, I knew something was broken. If some chariots are still broken when Immortal Empires releases I hope you'll fix it there too!
piercebuster  [author] 21 Jul, 2021 @ 9:25am 
Mod is now updated for latest DLC.

I also shrunk the size of several chariot "articulation points" (the point that the chariot bends). In the game's coding the articulation point is its own entity with its own mass and collision hitbox and equations. Previously this mod updated the mass value of the articulation point but not its hitbox size. Turns out that many hitboxes for this point were even wider than the chariot itself. The result after this change is less collisions when in a blob of enemies, and therefore less getting mired down in the "tarpit".
GIGroundNPound 9 Feb, 2021 @ 12:20pm 
@piercebuster, thanks man will do!
piercebuster  [author] 9 Feb, 2021 @ 11:06am 
Sure thing. I also recommend you join the Modding Den discord. Any of the 6 modding_tech channels are open for questions - etiquette is to just use one that doesn't have an unanswered open question by someone else, or to use the oldest-active channel if they all have open questions.
https://discord.gg/bPftvAMW
GIGroundNPound 9 Feb, 2021 @ 10:59am 
@piercebuster, holy cow man thank you so much! This information is seriously awesome and helpful! Not to be "that guy", but would you mind if I friended you? I would appreciate asking you some additional questions regarding modding later this evening after work.
piercebuster  [author] 9 Feb, 2021 @ 10:51am 
@GIGroundNPound
The equation behind-the-scenes isn't something a modder can alter. But the equation now checks knockback against a delay that I believe didn't used to exist. That delay is
skip_collision_ignore_knock_seconds 2
found in _kv_rules_tables
If that were set to 0 I think that would revert it to how it was done before.

There are other stats that are variables in the equation also in the same db:
interrupt_mass_ratio_clamp_hit_reaction
interrupt_mass_ratio_clamp_knockback
interrupt_mass_ratio_clamp_knockdown
collision_disable_delay_(...)
GIGroundNPound 9 Feb, 2021 @ 9:18am 
First of all, thank you for your work and this mod sir! That being said, do you know how specifically to undo the changes to knockback that CA did in the last patch of the Twisted and the Twilight? I know that they messed around with "mass", "Hit Reactions Ignore Chance", and "Knock Interrupts Ignore Chance", but I am specifically trying to undo the "grace period" and re-enable the knockback check iterations. Would appreciate if you had any insight good sir!
piercebuster  [author] 4 Feb, 2021 @ 10:09pm 
Dunno.
ABF 4 Feb, 2021 @ 9:57pm 
Is this mod compatible with CTT?