Total War: WARHAMMER III

Total War: WARHAMMER III

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3(+3) Dwarf Aircraft SFO Submod
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23 Aug, 2024 @ 7:27am
26 Feb @ 12:30pm
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3(+3) Dwarf Aircraft SFO Submod

In 1 collection by Vrooktar
Vrooktars Mod Collection
19 items
Description
Update status: Seems to work fine with Omens Of Destruction

A simple Submod that balances the units from my 3(+3) Dwarf Aircraft mod for SFO.

Obviously requires both SFO and the original Gunship mod to work.
14 Comments
Vrooktar  [author] 15 Feb @ 4:42pm 
@LimeUser
I don't find criticism mean at all. Even for points I might not agree with it helps me to reflect about my decisions and vice versa. Is it for example really a problem if Black Orcs struggle against Miners under those circumstances?
Black Orcs are great and should be strong don't get me wrong. But what would be the point of a support combo thats more expensive than they are if it wouldn't make them struggle?

With the 40% missile resist I basically trusted in Venris' judgement when he decided to balance the Thunderbarge like this.
Maybe it has something to do with how SFO balanced health pools.
SFO more than doubled some infantry health pools. Increasing the Thunderbarge HP by 40% and giving it 40% missile resist doesn't actually make it much less vulnerable to missiles in comparison.
It primarily makes it more vulnerable in melee.
I will nerf it if it turns out to be too beefy though.
But yeah, its a complex topic that I am always happy to discuss!
LimeUser 15 Feb @ 2:32pm 
Darn you 1000 character limit
LimeUser 15 Feb @ 2:32pm 
You could swap blind with the "cavalry bane" contact effect, it reduces acceleration and charge bonus.
If you'd like some more suggestions for contact effects available in SFO feel free to ask, blind is one of the strongest in the entire game. I didn't notice the runeship afterburners thing though, didn't get to use it in battle yet.
I won't lie, i do think it fits the unit. It would be pretty hard to see with ale in your eye. But perhaps the flammable effect from the AOE is enough, unless it was removed forgot to check if it still applied.

If i do offend you in any way, i'm not trying to be mean, i just enjoy a challenge which isn't created by the player and likewise i try not to make my own faction too overpowered. It's one of the main reason i dislike the newer dlcs.

Now i have used all 5 of my braincells to their limit tonight, i must sleep and i may play some more dawi tomorrow.
LimeUser 15 Feb @ 2:31pm 
@Vrooktar
Fair enough, though i must point out that sky junks do not have 40% missile and magic resistance.
Only reason they can stay airborne is due to chaos having few ranged options (that the AI uses)
The healing part is more that dwarves already excel in prolonged battles with their lords having vigour buffs and their artillery having near perfect aim allowing for chokepoints with minimal friendly fire.
So it's not that the healing is too strong, it's that for dwarves it boosts them into nurgle levels of unkillable.
Having healing for dwarves is a massive deal, like how CA gave Khorne a factionwide heal ability from the skull throne. This is why i suggested having a limit on how much it can heal, ofc in most battles you'll probably kill the enemy before they reach your frontline but the heal coupled with the debuffs from the bug balloon makes even the black orc unit struggle against miners.
Vrooktar  [author] 15 Feb @ 11:58am 
@LimeUser
Thank you for the feedback!
Them throwing ale at air targets is a good point. I am not sure if I am really against them doing it, but its something I really didn't think about.
The Airship is a little quicker on purpose. It has twice as many afterburners than the regular Thunderbarge and less offensive capabilities. I thought thats fair.
I also felt that the health is kinda high, I just balanced them along the level of vanilla units in that regard. Sky Junks have comparably massive health pools. The idea is that their giant hitbox and their terrible melee stats balance them. Through a few tests I tend to agree, but its way too early to say that I am absolutely sure about that myself.
Healing for Dwarves is strong indeed, but I don't think its really going to heal more than half the damage than a single spellcaster can do. So for a unit you can't really stack I think thats okay.
Very good points overall!
LimeUser 15 Feb @ 11:27am 
Love the designs
Some pointers in terms of balance

Health might be too high on the balloons
The healing may need some limit as dwarves are already extremely tanky and benefit from low health. And though i love the image of ale being thrown to gyrocopters it should probably only affect grounded units and not itself or other flyers.
The runeship has 10 more speed than regular airships which isn't really a problem
These are some of the things i've noticed, and thank you for your lovely work.
LimeUser 14 Feb @ 11:34am 
FK YEAH, ALE
Vrooktar  [author] 14 Feb @ 11:12am 
@LimeUser
Your wish has come true!
LimeUser 25 Aug, 2024 @ 3:40am 
Fully understandable, have a nice day.
I'm gonna bomb some elgi
Vrooktar  [author] 25 Aug, 2024 @ 3:20am 
@TorgueUser
Having Bugman Rangers on the Bugman gunship throwing ale instead of it shooting barrels would have absolutely also worked.
I actually like the idea even more. Is absolutely an idea that would be worth making an overhaul. I don't know if or when that will actually happen though. I don't want to entirely open up a project again I just finished. Maybe at some point in the future.