Total War: WARHAMMER III

Total War: WARHAMMER III

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Experience Matters - Veteran rank changes and adjustments
   
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19 Oct, 2022 @ 7:43pm
9 Nov, 2022 @ 12:29am
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Experience Matters - Veteran rank changes and adjustments

Description
Rework to change the values of Experience.
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In general, unit experience ranks will be more impactful, and make units stronger, but require more experience to get to them.
I wanted to make a wider gap between rookie units and the units you've had for 100 turns.

Cliff notes reference-
Vanilla Max Rank: x1.5 base stat
Mod Max Rank: x2.35 Base stat
Mod Experience requirement: x1.4 vanilla

In addition, experience bonuses scale more off of the original unit stats than in vanilla. What this means is that if you have a unit like shielded spearmen for example, which are designed to be defensive and have pretty low attack and decent defense, experience ranks wont suddenly make it an offensive unit in equal measure.
-- It scales more off of the original stats, so it will give much more bonus to that unit's defense than it will to it's attack.
-- This is meant to make sure that units with high unit ranks don't become less varied and distinct, they still fill their original niche, they just get better at it.
This is a function that is always baked into the regular game, it's just barely ever noticeable

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Exact formula for the bonus, not that it's very helpful unless you're wanting to change/mod it yourself, is
(Base stat^Growth Rate)*Growth Scalar*Unit Rank
I changed it for morale, melee defense, and melee attack. Reloading and Accuracy are left unchanged, since they're increased quite a bit already by vanilla.
I would ideally also like to change many other stats, like Armor and charge attack, to signify being able to purchase better equipment and learning better techniques, but unfortunately, there's no way to add extra bonuses into the file yet, it shows on the UI but does not actually edit or change any of the unit's stats.

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Compatibility: Anything that does not change unit_experience_bonuses_tables or unit_experience_thresholds_tables
In other words, as long as it doesn't change the bonuses for experience, or how much experience is needed per rank, it'll run.

My one worry that I need to balance around is whether or not the increases in Unit experience required ends up screwing over the Warriors of Chaos, who need ranks in order to upgrade units, so let me know how it feels. Fine tuning might be needed.

-- There is another mod named True Grit - Veterancy Overhaul that does similar things, so you might be wondering what the point of this mod is. I like that mod and it was a huge inspiration for this, but I felt that it changed the EXP requirements to be too high.
Also it has huge compatibility issues because it overwrites files that it doesn't actually edit, making it needlessly incompatible with any mod that edits vanilla unit stats. It also adds things to the UI (like the armor/charge issue I described) even though it isn't actually added to the unit. This mod much more lightweight.
True Grit was still a big inspiration and I really like it's regiment of renown changes, go check it out if you're running a light modlist and see if you might like it.
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another mod that I made that I use with this

Chain Routs and Morale Tweaks
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42 Comments
Deeyourelf  [author] 26 Mar @ 1:41pm 
I'll look into it but cant probably for a few days
madcow002000 26 Mar @ 1:22pm 
I like this mod but the new 6.1 update doesn't let me run anything, even if it's showing green and updated. Can anyone confirm it works? Because it doesn't for me.
Deeyourelf  [author] 14 Feb @ 6:00pm 
Try setting the scalar rate to 0.1 instead of the 0.15 that the mod has on default, that should end up with 1.9x
To have exactly 2x it'd have to be 0.111111111111[...]

The scalar for the morale is actually different than the melee attack and defense, I didnt end up mentioning that directly, it by default ends up around 1.8x more by rank 9, lemme know if I can help choose a value for that

(2/2)
Deeyourelf  [author] 14 Feb @ 6:00pm 
Yea sorry I likely wont be able to work on this for awhile
So I wrote what the formula is in the description, if you look into rpfm it'll have a table with those as like the headings, growth rate and growth scalar
If you play around with those in a spreadsheet, you should be able to come to a balance that'll work for you
(Base stat^Growth Rate)*Growth Scalar*Unit Rank
Base stat is just gonna be whatever the base stat is, like melee attack or defense or whatever
Growth rate and Growth Scalar are like the stuff that is actually in the rpfm file, IIRC growth scalar essentially is going to be the one you'll want to decrease, since (again, iirc which I might not be), I increased the growth scalar more since that's the stat that more multiplies the base stat. Though you could decrease both to get the intended effect
Unit rank is just the rank of the unit

(1/2)
CreepWallk 14 Feb @ 5:27pm 
if you can just explain the base stat scaling and how it works i think i can make my own easily enough
CreepWallk 13 Feb @ 7:05am 
i forgot to mention in regular sfo the same unit 3 2 3 9 5
CreepWallk 13 Feb @ 7:02am 
more or less, for example i am trying out a veteran mod by cerb that is made for sfo and it is giving lothern sea guard shield rank 3, 12 lead, 3 att, 8 def, 3 acc, 9 rel while yours is 19 11 18 9 6, i was just hoping for a compromise so one that doesn't change xp and gives a little more to make vets feel more worth keeping around
Deeyourelf  [author] 11 Feb @ 1:21am 
The 2.4x is more just a napkin math, I think it'd vary depending on the stat, but why 2.0x? Do you mean just a bit of a toned down version of this? I could make a alternate version to do that but it'd take a bit
CreepWallk 10 Feb @ 6:31pm 
i love this mod but i would love to have a version that caps a x2 instead x2.4 and remove the xp requirement increase
Deeyourelf  [author] 13 Jan @ 11:38pm 
Though fair warning, I havent updated this mod in a fair while and Im slightly unsure of the balance nowadays