Total War: WARHAMMER III

Total War: WARHAMMER III

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Tags: mod
File Size
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8 Apr, 2023 @ 8:06pm
18 Jun @ 6:12pm
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Leadership Matters

In 2 collections by Cerb
Cerb's Realism and Difficulty Collection Vanilla
63 items
Chaos Dwarf Challenge Mode
50 items
Description
Adds two buffs to all units in the game that have a morale system, i.e. all living units.

When below 50% of base morale, a unit will start to favour defence, losing the confidence to be more aggressive - as such it will lose 20% melee attack and gain 10% melee defence.

When a unit is below ~15% of base morale, it will become focused solely on survival, losing an additional 15% melee attack and gaining another 20% melee defence.

For now, it works with all base units, but extra unit mods will require submods to access these abilities - but i hope to change that soon.

"The men at arms holding the flank of the formation were confident, their shields were sturdy and their swords sharp, they had trained for this moment, it was their duty to defend their homes against the beastmen menace. Disgusting mutations, not even worthy of life, they had been told. Looking across the field, it was clear to see they had been told the lady’s honest truth, disgusting aberrations formed up against them, ready to die by their hands. A cheer went out from the men as they charged forth, each eager to out-fight the other.

At first, the fight went well, they had put many of the goat men archers to the sword, but realising too late the trap had been sprung and a huge herd of axe wielding goat men emerged from the nearby brush and charged into their rear. A counter charge went forth at the last moment which barely managed to stem the tide, but were cut down quickly beneath such a savage onslaught.

As casualties mounted, the men became less foolhardy, having seen their comrades die around them and wishing to not be among them. Soldiers took less risks and the same acts of valour from mere minutes earlier became nothing but a memory.

A thunderous cry echoed as the Green Knight charged into the enemy formation, cutting down multiple of the foul creatures with every swing. Inspired by such heroism, the men gathered their remaining courage and drove the foul creatures into the night, their entrails and lifeless forms stampeded across in their desperate attempts to run."
28 Comments
Cerb  [author] 17 Jul @ 11:59pm 
No worries mate, glad you enjoy
goatlegs 17 Jul @ 11:43pm 
great idea, thanks for making this
Cerb  [author] 12 Jul @ 3:43am 
No worries mate, glad youre enjoying it :)
Alkor 12 Jul @ 3:33am 
All that said - thanks for all your work. I'm in the process of making a personal modpack which includes a dozen or so of yours, so I was just looking for means to cut down the work (and future maintenance) for myself :P
Cerb  [author] 12 Jul @ 3:10am 
True, i suppose it would be two lines for my method, compared to just adding units to a single unit group, for submodders, but still has the custom battle issue sadly :( maybe one day!
Alkor 12 Jul @ 2:19am 
Fair enough about custom battles, I didn't take this into account as far as triggering the effect goes.

However, as for the the point about maintenance - that's why I mentioned an exclusion list similar to "all_non_chs", instead of an inclusion list like `all_units`.

You include 6 *categories* instead of several thousand units individually, but then individually exclude undead unit records. That's 240-ish undead units, instead of 3.6k-ish total you currently have to maintain. Modders would not need to add all units, as their units are included automatically in the base unit categories (assuming the mod doesn't touch those) - they would only need to list units to exclude, if applicable (like undead).

Likewise, for a superseding ability that turns it off, modders would also only have to add it to units that need to be excluded, not "each unit they add" - only undead units (or whichever other units they also want to exclude).
Cerb  [author] 12 Jul @ 1:57am 
Lastly, back when abilities werent hidden, it led to a lot of clutter on unbreakable units that didnt need it. Thats not really an issue anymore though that its hidden as like you pointed out, mechanically they are always 100 leadership and hence will never be affected.

Tldr, its either the same amount of work or added to undead units too, and neither method adds it to custom battles.
Cerb  [author] 12 Jul @ 1:57am 
Yeah, my original attempt was using unit sets. I had a few reasons for not continuing to use it.

Biggest reason was that it didnt add to units in custom battles, which have been both incredibly important for testing and also something many people asked for.

Another reason is that if i didnt use the all_units set, it would need to be individually added for modders anyway, which would be a virtually identical amount of work as adding it as a land_unit_ability (one line, two entries for both). If I did use it for all_units, it gives it to undead, which i didnt want for both thematic and mechanical reasons. I could have gotten around this by adding a second ability to undead units that supercedes the original and does nothing, but then its back to the issue of modders having to add an ability to each unit they add.
Alkor 12 Jul @ 12:36am 
As for `unbreakable` - unlike with undead, keep in mind plenty of abilities/items/banners etc. can grant the attribute midgame, so your current approach wouldn't work for those either. You'd have to modify all those effects individually to also remove the morale abilities when an unit becomes unbreakable.

But I think that units with 'unbreakable' have static leadership to begin with, don't they? I.e. it's not just that they don't rout - leadership doesn't change for them mid-battle at all. If that's the case your abilities should never trigger for them to begin with, meaning they could be safely applied to all units... except just undead.
Alkor 12 Jul @ 12:02am 
In either case, both should work and drastically cut down the list of units to maintain.

If mod users wanted to add their mods, they'd simply add their *exclusions* to your `all_units_with_morale` set, instead of having to add all their units (as those would be typically included by default through the vanilla categories).