Total War: WARHAMMER III

Total War: WARHAMMER III

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Hecleas Battle Overhaul (Slower Battles)
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1.208 MB
17 Oct, 2024 @ 6:20am
20 Jun @ 8:14am
20 Change Notes ( view )

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Hecleas Battle Overhaul (Slower Battles)

In 1 collection by Hecleas
Hecleas Mods WH3
12 items
Description
HECLEAS BATTLE OVERHAUL

The particularity of this mod is to be able to make the battles more realistic, slower, more logical, but keeping this fantastic side. The goal is to have a balance, a harmony.
No more spells that decimate an entire army.

IMPORTANT POINT

This mod is compatible with all custom units mods

Because normally, if you wanted to reduce the damage of ranged units, you had to modify the statistics of the units, the same if you want to nerf the heroes. (example: the "SFO submod" or Radious submod")
But this feature has a slight disadvantage, this feature is not taken into account for custom battles.
So to take full advantage of the mod, it will happen in the campaign.


I will spare you too many fine words or technical terms.
Go to the essentials and a summary of what is important to know


MELEE DAMAGE

-Chance to hit was reduced by 50%
-Damage has been reduced
-I took the liberty of reducing the attack intervals (visually) for a more dynamic aspect of the fights


PROJECTILE DAMAGE

-Slightly reduced projectile damage by 10%
-The accuracy of your shots has been reduced, so be careful not to kill your own units
-Slight increase in damage from friendly fire
-Ammunition has been increased
-Shields more effectively block projectiles when facing its trajectory


MAGIC DAMAGE

-Spell damage has been reduced by 50%
-Magic recharge has been slightly reduced.
-The total capacity of magic wind has doubled to match the long battle gameplay but also with the reduction of spell damage.
-The duration of summons has been doubled


HEALING

-The cap of the totality of life points possible to regenerate was reduced by 25%
-Hitpoint regeneration has been reduced was reduced by 75%


CHARGE

-For a more dynamic, visual and strategic aspect, knockdowns have been maximized, large mass entities, cavalries etc. will project units far away in the event of charges.
You will be able to break shield walls with a cavalry charge


FATIGUE

-Units will fatigue more slowly to match long battle gameplay, fatigue has been reduced by 50% overall
-It will be useful to put fresh aside and do some turnover
-No more units arriving exhausted after climbing the ladder, this has been adjusted to fit with the fact that I have reduced the speed for ladder-climbing units during sieges.


MORAL

-Morale impacts have been halved and adjusted in some places for better balance and more strategic gameplay, no more army complete at 70% and fleeing when they had the potential to inflict heavy losses on you. And above all, when you know the weakness of the AI ​​it's not complicated "use-bug" to scare away the whole army each time.


SIEGE

-The health points of walls and gates have been doubled to correspond more to a long battle.
-The speed for climbing the ladder has been reduced by 30%
-The speed for climbing walls has been reduced by 50%



Here is my mod that globally changes AI intelligence on your campaign map : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2905096541

Your feedback is welcome, as are your ideas, if there is a small bug or something else.

[paypal.me]To support me in my work of more than 1000 hours and to continue to take the time to always improve the AI, your donations are welcome and will help me a lot, thanks!

My personal discord https://discord.gg/xmYF6TRmeF
Big project I'm working on TW Troy: Aegean Mythos (Age Of Mythology) That we will surely migrate to TW Pharaoh https://discord.gg/zCSR3sYfcX
99 Comments
I Have No Enemies Brother 16 Jul @ 2:00pm 
@Hecleas

Forgive me but I question if this is compatible with SFO overhaul. The reason I ask is because when you are using RPFM and you add your edited tables of this mod with SFO mod then you see that the tables that SFO modifies are ontop of your tables and thus should be taking priority and over-riding your changes. Am I incorrect on this? Hope all is well.
Ambus 21 Jun @ 5:11am 
Is this mod merged together with the main overhaul mod? Or do I have to download it seperately?
barcotics 24 May @ 2:45pm 
@bizkit its for you wind spell spammers
gorilla_cenk_93 24 May @ 2:22pm 
compatible with longer battles ?
Lowkey 19 May @ 10:01am 
ooh a battlemarch enjoyer?
Edzhaaaaaaaaa 12 May @ 4:41am 
btw u mention, I took the liberty of reducing the attack intervals (visually) for a more dynamic aspect of the fights, does it also reduce animations for LL for instance when swinging his weapon he doesnt stand there for 5 seconds to swing again?
Bizkit 27 Apr @ 7:03am 
why the friendly fire damage increase?
I was hoping you would not touch it or at least decrease it not make it worse wtf
Altey 15 Mar @ 5:07pm 
If/when you update can you make a version without magic and healing changes?
AETERNA 26 Jan @ 3:04am 
Imrik campaign, these skaven are devastating, they don't break, they stand toe to toe with everything ive got, there's a lot I like about this mod but it feels like my frontline are just different skins of the same units, surely swordmasters should still be cutting swathes through their lines. I'll keep an eye on things but for now I'm putting this one away. Thanks for the work!
Dante 10 Jan @ 6:43am 
@jose the only thing I can say about the chaos dwarf orc laborers is that they are basically better zombies, but with armor piercing. For chaff, they are very capable.