Total War: WARHAMMER III

Total War: WARHAMMER III

30 ratings
Man The Ramparts - Battles Realism Segment
   
Award
Favorite
Favorited
Unfavorite
battle
Tags: mod
File Size
Posted
Updated
2.141 MB
19 Feb, 2024 @ 3:50am
24 Jun @ 8:27am
25 Change Notes ( view )

Subscribe to download
Man The Ramparts - Battles Realism Segment

In 1 collection by RagnaroK
RagnaroKs Collective Mod Compendium
57 items
Description
Greetings fellow mod enjoyers!

I grant to thee - A segment of my semi-overhaul mod "Man The Ramparts!" for your collection.

*IMPORTANT*
Read carefully please - Each semi-overhaul version of my Ramparts mods work as intended. The 3 individual segments however has issues. Campaign segment works with Siege & Battle segments individually, but Siege & Battle segments together will make your game crash to desktop upon loading in. I am working on it, but have no solution so far, thus I recommend using the semi-overhaul variants.

This mod contains only the battle part of my semi-overhaul and also serves as a clarification of said part. By using any of the 3 complete versions below, you should not be subscribed to this.

I made 3 different versions of the semi-overhaul, taking into account that some play with minor tier four or five settlements or simply vanilla. Make sure you have the correct version, at which you should only ever have one of them active when playing.

Ingame screenshots show some of the ranged options, effect, monster abilities & more.

What The Mod Does
  • Ranged Options
    -First firing option on every unit is the vanilla one, completly unchanged, just a custom icon.
    -Lots of new ranged options has been added to offer more strategic & fun possibilities.
    -Some abilities adds effects as shown in screenshots.
    -The new options are made for different strategic preferences, whether this be infantry, monsters, single entities or final burst before melee ensues or heavy flanking attacks. Play around with them.
    -Some of the variants are very powerful, be wary of friendly fire & enemy artillery.

  • Melee Options
    -Formations for melee units capable of performing such advanced moves.

  • Monster Abilities
    -All troll units have a puking ability.
    -All giant units have a farting ability.
    -All arachnarok units have a web ability.

  • Drakegun
    -Dwarf drakegun flame has been reverted to the WH2 look.

  • Throwing Weapons
    -All javelin units will add a hobble effect upon contact.
    -All axe throwing units will add a rattle effect upon contact.

  • Marksmanship
    -Values has been lowered on almost all ranged units to get a wider more unprecise spread of projectiles, once they rank up, precision and effect will increase. Veterancy matters now.

  • Sound Effects
    -Powerful sounds has been added to a lot of ranged units like cannons, steamtanks, slings, crossbows, rifles, wagons, jezzails, ratlings & more. All sounds are vanilla from other units.

  • Flying
    -Fly speed, turn rate & acceleration/deceleration speeds has been slightly increased to reflect that flight is faster. This affects all vanilla flying units & mounts and does not impare their ability to chase down units etc.

  • Cavalry
    -Charges has been slightly adjusted to give the player 1-1.5 seconds response time controlling cavalry units, making them able to run through better and not get stuck in enemy regiments as much.

  • Bullets
    -All gun units had a tiny increase to bullet penetration & a slight increase to muzzle velocity to refelct gunpowder projectiles being faster than arrows.

  • Unit Sizes
    -Increased unit size by 50% for low-mid regiments of those factions often mentioned as countless, to proper reflect their vast hordes and provide a new challenge for Order factions. Monsters, contructs, artillery, weapon teams, elite foot/rider regiments and so on remain unchanged and stats are unchanged as well.
    -The factions are Norsca, Greenskins, Skaven, Beastmen, Vampires/Coast, Gnoblars & Chaos Dwarf Gob/Grn units. I contemplated Chaos, but they are probably to strong.

  • Perfect Vigour
    -This ability has been added to units where it made sense, like tanks, gyrocopters, elemental bears, zombies, skeletons, constructs like TK ones, Roguel idol, flayers & doomwheels.

  • Physical Resist
    -All ethereal/ghost units, heroes & lords had their physical resist increased from 45% to 75% percent, keep in mind, that ANY resist can never go higher than 90%, it is hardcoded despite what the UI says, meaning you can have someone with 115% ward save, but in reality it is 90%.

  • Fatigue
    -Fatigue stages are shown in battle (only campaign, not skirmish). The stats are vanilla except I added charge debuff and removed armour & mass debuff. The different stages stack.

  • Ammo Replenishment
    -Ammo abilities will display how much they actually replenish.

Considerations
  • Removing or making ranged trails smaller, was originally a part of this mod, but I removed it for now, as it is a work in progress. It will be added at a later point.
  • Will the AI use these new monster abilities and ranged/artillery ammo options? Yes.
  • Will the AI use these new melee formations? No it does not seem so, I do not know why. Cavalry works fine and is used by AI, its the Bretonnian lance formation.
  • Will you be adding more firing options for different units/races? Yes as soon as I come up with a bunch of crazy/thematic ideas.

Collection of Mods I Created
Thank you for spending some of your time, considering using some of my mods.
Popular Discussions View All (1)
1
10 Mar, 2024 @ 11:25am
Changelog
RagnaroK
74 Comments
RagnaroK  [author] 10 Jul @ 8:53am 
It surely would be, however I never used Radious, so you would need to ask a regular Radious sub modder, if there is any. :idglass:

Anyone able to make a compatability mod, has my consent to do so. :steamthumbsup:
CatWizard33 7 Jul @ 2:47pm 
Is it possible to make Radious compatibility? I love this mod, and Radious, but using Radious units without these features doesn't feel right.
RagnaroK  [author] 30 May @ 4:38am 
@Steeps - I'll take a look at it as soon as possible, sounds like the same issue I ran into with Malakais expedition units, should be able to fix it hopefully.

@Zeinerfain - You stumbled upon a long ongoing balancing issue that I will take a look at again. The purple icon is a placeholder due to some wrong pathway, so a patch or hotfix probably changed something, but it should be an easy fix.

@Orestes - I will see if I can do something about this.

Thank you all for the feedback and bug reports. :parts:
Zeinerfain 29 May @ 2:19pm 
Hi! Dwarf thunderers have purple place holder on regular shot icon.
Orestes 9 May @ 8:36am 
Hello, just noticed Little Grom loses the alternative ammo with the research upgrade that adds explosive ammo or something.
Zeinerfain 2 Mar @ 12:52pm 
Hi! The artillery range upgrade is good. However, the rocket launcher still has balance issues. Projectiles for large targets can change their trajectory. But they still have a lot of damage in the area, which eventually destroys enemy infantry units on the way. It still seems that magic guided missiles are not needed for a rocket launcher.
Steeps 15 Feb @ 3:18am 
Looks like Imperial Gunnery School upgrades really mess with almost all ranged units, and disables ammo choices.
Steeps 15 Feb @ 2:33am 
Elspeth amethyst upgrade that adds grapeshot to artillery, replaces yours shrapnel munitions and they do much worse dmg.
RagnaroK  [author] 12 Jan @ 9:24am 
Added the lastest changes and additions from my monster mod (farting trolls etc).
KookieBogey 9 Jan @ 12:21am 
Good update