Total War: WARHAMMER III

Total War: WARHAMMER III

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Multi Entity Chariots Axel Grease
   
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1 Jan, 2024 @ 4:11pm
3 Jan @ 11:16am
4 Change Notes ( view )

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Multi Entity Chariots Axel Grease

Description
This mod is a clean up of all the oddities in the Multi Entity Chariots battle entities, land units, melee weapons, and projectiles. Also made a few price adjustments and added some solid attributes to make these chariots fully deliver on the goods.


Specific Changes:

Pump Wagons all have more reliable disruption table entries not just the rollers. Also roller table entry was corrected.

Added attribute Fire Whilst Moving to the Goblin RoR Chariot. Fixed Goblin RoR chariot to actually move in game as fast as the unit card indicates Speed 110! out pacing regular Wolf Chariots.

Adjusted Goblin Chariot projectiles calibration to be more like other foot goblin archers rather than super accurate at 50m. This is still superior to wolf riders but not rifle accurate.

Improved Cold One and Doom Flayer acceleration to be closer to other mid tier chariots.

Skeletal Chariots are perfect and were untouched with 1100 mass and good collision attack profile for a cheap option.

Scourge Runners and Goblin Wolf have more mass 1100 like Skeletal and Tiranoc Chariots.

Ice Wolf and Marauder Chariot Armor was reduced to 70 since they are naked bois.

Doom Flayers were made an 8 entity unit instead of 4 with stats adjusted accordingly and mass increased to 1300.

Marauder Chariot cost dropped to 650 (-100).

Scourage Runner and Tiranoc Chariot received 90 speed.

Tiranoc Chariot received more base damage on arrow projectiles (double an infantry arrow).

Ithilmar, Ice Wolf, Tuskgors and Boar Boys have more mass 1500 like Chaos Chariots, Seeker, Light War Sleds, and Cold One Knights.

Tuskgor and Boar Boy Chariots cost increased to 800(+50).

Hell Flayer have more mass 1800.

Gorebeast Chariot have more mass 2200 like the Heavy War Sled of Kislev.

Ice Wolf, Razorgor, and Lion Chariots were given Strider just like the normal monstrous packs and herds.

Ice Wolf and Cold One Chariots were given Fire Whilst Moving.

Ice Wolf Chariot throwing axe projectiles were massively improved in number of projectiles, 360 fire, damage, accuracy, and projectile velocity! This was done with the intent that the throwing axes provide fair and reasonable damage results in the expected range and cost of the unit. Still shorter range and lower ammo than the other chariots but should not be a bummer feature any longer.

Almost all Chariots were given increased MA and Weapon Strength befit their cost and entities starting with medium chariots like the Maurader Chariot. Almost all medium Chariots received a general CB nerf down to 50ish. Large chariots did not receive a CB swap since they have been under performing. Numbers and game play impacted noticeably in a positive way without buffing the best case scenario unbraced infantry much.

Note, in all places applicable increased charge speed to +50% higher than regular speed where lacking. Most noticeable on seeker chariots since they are the fastest.

Collision Attack profiles and splash attack profiles were adjusted to better serve the chariots and expectations of nearly all the chariots. Exception: Skeletal Tomb Chariots.

Fixed the UI for the Missile Weapons of the Kislev War Sleds and the Tiranoc Chariots.

I am planning to do single entity chariots in the future, but one step at a time. TBH this was a lot of work.



Special thanks to Frodo for making and supporting RFPM. This mod wouldn't exist if it wasn't for Cryswar's Guides and assistance provided from folks at the Modding Den[discord.com]. Special thanks to Loupi and Spellbound for leading some of the discussion regarding subject matter knowledge regarding how chariots are performing and how to fix them mechanically. You two are wunderbar. Special thanks to those unmentioned who helped along the way or subscribed, this mod also exists thanks to you.



Hopefully, you charioteers will feel like you are no longer getting the cold shoulder and can drive your teams to victory. Let me know what you think in the comments below!
10 Comments
Matthew39 3 Jan @ 12:01pm 
Thank you!

I checked the tables of that mod myself with RPFM to see if CA has made any official changes, and it should still work fine, so just reassuring :D

Also one more thank you for these small tweaks/fixes, seriously underrated.
Bastilean  [author] 3 Jan @ 12:00pm 
Yes, it's compatible.
Matthew39 3 Jan @ 11:56am 
Apologies if it's a stupid question, but can we still use this mod with your "Unit Size Corrections" mod just fine?
Bastilean  [author] 3 Jan @ 11:24am 
Updated. There was a sound file update in the tables.
DDkiki 14 Dec, 2024 @ 4:46pm 
How does it perform with recent chariot changes in 6.0 patch, still worth using?
Bastilean  [author] 7 May, 2024 @ 4:57pm 
Thank you Petrov. I wish I had more time to make small mods like this one
Comrade Petrov 6 May, 2024 @ 2:18pm 
i read through the description again. also tried it out a couple of hours.

It is clear that you have really thought your changes through.

It is impressive that you have really tried to change each chariot according to their role.
Some mod are just 'buff everything by the same value''.

This mod really as you say make each chariot have a place in armies. Though ofc according to if they are early, mid or lategame units.

Thank you for taking your time to create this!
Bastilean  [author] 5 May, 2024 @ 4:14pm 
No. I agree. Getting closer to Kislev Sleds efficiency is the goal in many cases of poor performance.

I did update the UI to accurately show missile damage for the War Sleds.

"Fixed the UI for the Missile Weapons of the Kislev War Sleds and the Tiranoc Chariots."
Comrade Petrov 5 May, 2024 @ 2:36pm 
Does this affect Kislev heavy war sleds?

They did not need buffs.
The Aetherknight 12 Apr, 2024 @ 2:20pm 
Finally a fellow chariot enjoyer takes to the workshop. I will watch your career with great interest.