Total War: WARHAMMER II

Total War: WARHAMMER II

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Double armour for all
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Tags: mod, Battle
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23 Sep, 2021 @ 6:32am
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Double armour for all

Description
First things first: yes, this is Dwarf supremacy mod. Because shabby goblin spear shouldn't do any damage to properly armoured dwarf.
However it is also "Great weapons justice" mod. Right now all great weapons variants are pretty much worthless. You lose shield(35/55% missile resistance), you lose around 10 MD, and in return you get measly 2 MA and "insane" 4 charge bonus. The only valuable thing is - your damage becomes about 60% AP, instead of usual 30%. But how much it really worth?

I took dwarf warriors and took them to testing.

DW vs DW duel takes about 8 minutes, results in equal fight.
DW vs DW(gw) duel ... takes about 8 minutes, gw variant wins, but loses about 80% of their hp.

Once again: heavily armoured AP-oriented unit variant loses 80% of their hp fightning non-AP heavily armoured unit - supposedly optimal matchup for them.

I don't like it. So i decided to make AP damage much more valuable by inflating armour values across the board.

That's all there is to it - every unit has x2 armour. As result - some of them are taken through armour cap, making them immune to non-AP damage. Just as i like it.

This will have ripple effects through the game - battles will be longer, non-ap missles will suddenly become way less useful, "weak against armour" will become "useless against armour", high-armour units wih low MD (steam tanks) will become immune to non-AP units(320 armor steam tank, 280 bastilodon ololo).


While this mod is by no means balanced gameplay-wise, it should provide an interesting option, a way to "scratch the itch" for all of armor enthusiasts.

I hope you like it! Feedback and discussion is appreciated!


P.S. I'm a bit of math nerd, so i also wanted to get some sort of mathematical estimate of the effect that this mod will produce.
Effect of armor on non-AP damage can be described as
result damage = initial value*(1-(0.75*armour/100))
(0.75 - average value, game rolls between 0.5 and 1)
So, 100 armour will give you average 75% non-AP damage reduction and 200 armour will render you immune to non-ap damage, regardless of rolls.
Then there is standart to-hit calculation:
Chance to hit = 35% + (melee attack - melee defence)
With minimum of 8% and maximum of 90%

With that in mind let's once again go to DW vs DW(gw) matchup. The parameter that i have in mind is Effective Damage per Attack(EDA) for both sides of duel.
Dwarf warrior: 85 armour, 22 MA, 40 MD, 21/7 non-AP/AP damage
Dwarf warrior(gw): 85 armour, 24 MA, 30 MD, 7/23 non-AP/AP damage
pre-mod:
DW EDA = (35+(22-30))/100 * (max(0;21*(1-(0.75*85/100)))+7) = 3,945375
DW(gw) EDA = (35+(24-40))/100 * (max(0;7*(1-(0.75*85/100)))+23) = 4,852125
Dw have about 81% damage output of GW variant

post-mod:
DW EDA = (35+(22-30))/100 * (max(0;21*(1-(0.75*170/100)))+7) = 1,89
DW(gw) EDA = (35+(24-40))/100 * (max(0;7*(1-(0.75*170/100)))+23) = 4.37
Dw have only 43% damage output of GW variant.

Compatibility: i only edited one table - unit_armour_type. So mod should be compatible with most of non-battle mods.
13 Comments
Larcon 6 Jan @ 8:36pm 
This is not a dwarf supremacy mod. This is Druchii supremacy mod :)
Lyden Frost 8 Nov, 2023 @ 2:23pm 
I have used this mod quite a bit and noticed that high armor units have to loose about 3/4ths(or more) of their health before the individual humanoids that make up the unit start dying. While probably a base game mechanic its much more pronounced with this mod.

Also its interesting that direct damage spells and effects (ie bleed, toxin..ect) are even more useful.
むらさき 31 Oct, 2023 @ 4:56am 
For anyone who might be asking, yes, it works with SFO. Maybe. I mean, at least the values of the units I've seen have definitely doubled (including other mod units which is surprising).

However. This does mean that the ridiculously high armor units of, for example, Chaos Warriors (which already had their armor boosted by SFO) will get ridiculously high, which in turn is more suffering.

...

I like it. 10/10 mod, brings suffering up to 13 :steamthumbsup:

(P.S. I quite like the concept behind it. I'm just mentally preparing myself to suffer while facing enemies of high armor especially while using high elves. Joy. Cheers, man.)
chris.koumpourlis 1 May, 2023 @ 8:47am 
yeahh you are correct, i even tried to edit the other mod by deleting the extra units and all its armor tables but then it just wouldn work, unlucky bus such is life
kitayozamonk  [author] 1 May, 2023 @ 8:41am 
@chris.koumpourlis
As i wrote at the end - i edited table unit_armour_type. It's default table, containing "types" of armour.

If your other mod just uses values from that table - it'll be compatible. If it tries to change them - it won't be.

My bet is that most overhaul modes won't be compatible with it.
chris.koumpourlis 1 May, 2023 @ 5:53am 
nice mod idea but i have a question, did you change each unit or you created a table that simple doubles the armor of all units? i am asking this because i want to know if it is compatible with other mods like radius that add new units
Ciaphas Cain 24 Sep, 2021 @ 5:48am 
This sounds fantastic then! I hate the way Dawi infantry dies so easy when facing Stormvermin, or being wrecked so easily to a few arrows.
Dragons wrecking shit is what has got me excited though! This is how it should be. I remember a mission in Shadow of the Horned Rat where you fight a Dragon (who is protecting its gold) in Fire Pass? (not sure about area) and it absolutely decimates all of your units unless you throw your dragon slayers at it. Even then it wrecks the fuck out of those.

White Lions had always been in a bad place since release...shame as they look fantastic but was not worth taking. I had always thought maybe making them anti-infantry but didn't seem right. I'll have to give this a go tonight and see what happens!

Math is good, and fun in a way. (I love physics - math is awfully important to that)
kitayozamonk  [author] 24 Sep, 2021 @ 5:36am 
Mortarch of Blood
Yeah, nothing beats math in confirming your own decisions.
I played with this mod a bit and the most sudden change is high-armor monsters - dragons no longer die to basic archers and start to cause actual problems, forcing you to get counters to them. I believe that high-end infantry in HE roster will benefit from this the most - due to all of them being high-armour and AP specialists. White Lions of Chrace are no longer thrash)))
Ciaphas Cain 24 Sep, 2021 @ 4:01am 
Loved reading the "nerd" bit >.<
It was more interesting!

I'd be very much interested in seeing what they are like against High Elves, as they are more lightly armoured but there's the martial experts or what ever it is called to consider.
I think you've just opened Pandora's Box haha :Khappy:
Dr Charko 23 Sep, 2021 @ 10:52am 
Will do!