Total War: WARHAMMER III

Total War: WARHAMMER III

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Actual Dangerous Dread Saurian
   
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Tags: mod
File Size
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521.351 KB
5 May, 2024 @ 4:54pm
8 May, 2024 @ 3:28pm
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Actual Dangerous Dread Saurian

In 1 collection by Zzensan
Actual Hard AI
51 items
Description
Are you tired of your dread saurian that is super expensive and has caps to underperform against new DLC units? Well here is the solution!

What this does

TLDR: Makes the Dread saurian the most dangerous collosal entity in the game, and actually worth it recruiting!
Also makes it not die instantly to archers and now the enemy will need actual anti large units to deal with it.


VERY OPEN TO SUGGESTIONS AND FEEDBACK!



Overall changes

Buffs

- Wallbreaker passive ability has been added, now Dread Saurians can attack and destroy walls during offensive sieges
- Added Ogre Charge to all Dread Saurian Units
- Directional Missile Block From steam Tank has been added, more interesting then just flat resistance.
- Frenzy passive ability added to all Dread Saurians

- Added 15% Physical Resistance
- Missile Resistance increased from 15% to 25%
- Added 10 Bonus VS infantry
- Increased armor from 100 to 160 so peasant archers cant kill it anymore
- Weapon Strength increased from 220 base to 300 base, and from 530 armour-piercing to 650 armour-piercing

- Mass has been doubled, that means Dread Saurians can now push through non anti-large units more easily
- Health increased from 15088 to 16984
- Leadership increased from 60 to 70 for the Feral variant, and 70 to 80 for the non-Feral variant

- Feral Dread Saurians can now be recruited at Tier 4
- Perfect Vigour and Unbreakable passive abilities added to the RoR The Shredder of Lustria


Nerfs

- Initial cost to recruit has been increased by 300 additional for all dread saurians
- Upkeep Cost has been increased for all dread saurians now 700 for feral, 900 for normal and 1000 for ROR to account for the big increase in power ( old upkeep was for feral 575, for normal 775 and for ROR 925)

Note

This is balanced for vanilla and with the campaign cap in mind. That means you won't be able to field a doomstack of Dread Saurians in a normal campaign, so I'll try to make the few ones you can get to be worth it.


This mod may keep getting balanced and improved upon according to users' feedback.


Compatibility

It should be compatible with everything, as long as they don't change the same Dread Saurian stats and traits.

Please let me know if this mod alone is causing issues to you (very unlikely to happen), and I will try to look upon them.

Save-game compatible :)

For balance I would rather make them more expensive then weaker but let me know what you think!


Credits

This is inspired on Duid's Outdated mod
19 Comments
MVGkaiser 3 Jan @ 10:58am 
possible to get an update?
Mercer Talon 29 May, 2024 @ 2:09am 
Awesome rework. Will have to fire up a Lizardmen campaign to give it a go. Or a Markus campaign to put it down ;-)
Citrus 27 May, 2024 @ 9:45am 
If you use wh_missile_block_55_inaudible for the shield it'll sound less metallic when impacted by missiles.
Captain Obvious 12 May, 2024 @ 3:18pm 
thanks for this! perfect for my first lizardmen campaign.
Venator 9 May, 2024 @ 8:51pm 
Doesn't the new Land Ship have a mechanic for crushing infantry? Might be good for this and other big SEMs. But I could be confusing it with it's general AOE attacks.
I'm the Highwayman 9 May, 2024 @ 7:51am 
Cool, added you, my name has "red" in it
I'm the Highwayman 8 May, 2024 @ 4:47pm 
I think that would be cool, I would be happy to help. One of the biggest issues with large SEMs in my opinion is the lack of collision damage on most of them. I'm not sure if that's something that's changeable, but I always feel like these huge monsters should be trampling infantry underfoot. I think I recall SFO does something with giants where there's basically a small mortis engine effect around their feet to simulate that kind of damage.
Zzensan  [author] 8 May, 2024 @ 3:24pm 
@Narh Just noticed that is indeed how it works I will add silver shield to dread saurian
Narh 8 May, 2024 @ 12:15pm 
I double checked by testing with it facing forward and backwards and can confirm there's no difference.

Double checking that test with the tank made me realize the gold shield is super strong. With a gold shield (70% block), the dread saurian would be taking 77.5% reduced damage compared to vanilla against anything that shields can block while facing forward. That's still 51.25% reduction when shot from the side compared to vanilla.

Assuming you don't want to lower the missile and physical resist too much for artillery and melee reasons, the silver or even bronze shield is probably better. For silver (55% block) it would be 66.25% and 45.6% compared to vanilla for front and side respectively, and for bronze (35% block) it would be 51.25% and 38%
Narh 8 May, 2024 @ 11:39am 
I did some quick tests and I think the directional missile block doesn't work. I compared the damage from some ratling gun volleys from vanilla to this mod, and the difference in damage was consistent from just the missile and physical resistance.

The unit card shows the directional block trait, but it doesn't have any base shield/parry chance. You probably need to add that for the directional block to do anything.