Total War: WARHAMMER III

Total War: WARHAMMER III

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Fairer Forest Buff for Wood Elves.
   
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10 Jul, 2023 @ 5:18am
12 Dec, 2024 @ 4:27pm
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Fairer Forest Buff for Wood Elves.

Description
Thematically buffs wood elves in battle when in forests, slight nerfs when not.

Safe to add and remove at any point.
Affects human and AI factions.
Inspired by Nothings lovely Forest Tactics.



I like that mod, but felt snipe was too OP and wanted to add my own flavour, and a little balance, while also not applying the effects to flying units - who y'know were above, not in the forest!

As such, grounded WE units gain, when in forests on the battle map:
  • 100% forest spotting distance (of enemies).
  • Unspottable
  • 50% reduced vigour loss
  • Strider
  • 10 bracing value
:Means charges against will be less impactful. Seemed fitting for the immersive "forest is home turf" theme of the mod.

Don't sleep on strider btw, in addition to movement aids, it can situationally provide decent combat advantages!
See BREAKING THE RULES WITH STRIDER section of this developers article.[www.totalwar.com]

These are in addition to the vanilla benefits of +15% melee defence and +50% missile accuracy.

To balance these out, -well, address it somewhat, I've added some negative effects to grounded Asrai who are not in forests:
  • -5% mass
  • -2% speed.
  • -3 leadership.

This is to represent the Asrais' isolationist nature and uneasiness at being out of the forest, and mechanically just rein in the buff a little, It is very much not insurmountable for the human player.

I feel like this is a nice balance between immersively highlighting Wood Elves awesome mastery in the forest, but not outright punishing them in the majority of land battles.




Safe to add and remove at any point.
Tables are called with unique "wef_forest_balance" so should be compatible/work alongside any other mod.

The 50% vigour reduction value is just a guess. I've hijacked an unused vanilla value: "fatigue_res" / "Strong Vigour". It definitely works, I'm just not sure on the exact % reduction.
If any other mod makes use of "fatigue_res" both should work, just ones localisation/descrption will overwrite the others, Let me know if you discover any clashes.


NEW: A brand-new recruitable Legendary Lord for Wood Elves!:

My Mods






Please comment, like, subscribe, phone your mothers and eat the rich!
~Neil
10 Comments
Goldberg 14 Jul @ 1:47am 
Oohhh right! I did not expect that much help hahaha, thanks you so much! Explanations sounds very clear, will try that once Im back from work ! I used a bit RFPM for few translations, so I might find my way with all you've said :)

I'll reach back to you if I need. Once again, thanks a lot ! Wish you the best ! :)
Neil  [author] 13 Jul @ 10:27pm 
:)
Yup super easy to do. I don't currently have the game installed, but I'll do my best to help ya.

In RFPM open your the unit mod, and on the left, under land_units find the entries of the units you want to junction(add) the ability to.
[For convenience] open my THIS mod, and on the left, open "land_units_to_unit_abilities_junctions Then on the right side, create 2 new rows for your unit, and paste the land_unit entry of your mod units under, u guessed it, "Land Unit". You'll need 2 entries, 1 for each buff: pos/neg. Then copy 1 of eqach buff to the 2nd column. The image below will show how smple this is compared my writtedn drivel! Just substitute "-glade_riders_2" with your mod units names and yo'll see it's very straight forward.

https://i.imgur.com/pDwk2Js.png

*For convenience means that ideally you should make your own sub mod as best practice, because your changes might get overwritten if this mod ever updates etc.
Goldberg 13 Jul @ 2:26pm 
I see, I though there was a "magical" way to do it, I should've searching a bit more about it ! So, I guess it is "only" about doing something in the Database to make units receiving X/Y buff ? If I could manage to learn about it, could I do some submod for my personal use to make those buff/debuff compatible with units mods I am using ? :)

Laslty, thanks a lot bout your fast return! Always a pleasure to talk directly to modders :)
Neil  [author] 13 Jul @ 8:10am 
Nice words thank you. :)
It's doable, and relatively simple, but would take time to do, which considering the plethora of mods out there, isn't something I can commit to.
Goldberg 12 Jul @ 2:35pm 
Hello Neil! Thanks a lot for this mod. It looks to be a small addition, but give a bit more of RP and strategy to the game :)

I was wondering (I did not see anything in the description), but would it be doable that modded units for Wood Elves have also those buff/debuff ? :)
Neil  [author] 1 Oct, 2024 @ 5:59am 
Just opened https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/comments/2948255016 and it looks good to me, should still be fully workable :) no reason for this lil mod to tread on its toes :)
Iron 30 Sep, 2024 @ 4:50pm 
yes, I agree with @Forbidden Brute, great work, it would be cool if you were to tie in and shoot through and into trees unless that's not your bag, the mod link is pos very out of date at this point.
any thanks a lot :)
P.S. I've played with this with SFO and didn't have any issues unless you know of any to look out for.
Neil  [author] 10 Jul, 2023 @ 7:25am 
@Forbidden brute, lovely to hear thank you, Yeah there's something evocative about the fantasy of the Asrai to me as we;; :)

@jr2002 try https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2948255016 :) or my Thematic Archery Rebalance mod that also does that but also wider changes.
jr2002 10 Jul, 2023 @ 6:47am 
idk if you do request but can you make it so wood elf arrows phase through trees for longer periods of time then other races?
Manann Mac Lir 10 Jul, 2023 @ 6:44am 
as a long term fan of the wood elves and their lore from fantasy thanks for these mods you have done , small things add to the experience of the game ! this right hear is a huge plus for RP ! :D