Total War: WARHAMMER

Total War: WARHAMMER

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Slayers Lore and Fairness Mod
   
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Tags: mod, Units
File Size
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Updated
1.585 KB
30 May, 2016 @ 4:28am
27 Jun, 2017 @ 4:34am
9 Change Notes ( view )

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Slayers Lore and Fairness Mod

Description
Makes Recruitment cost 0, increases Upkeep and sets a Campaign Unit Cap based on the number of Slayer Shrines in your Empire.

The Dwarf Slayers presently in Total Warhammer are far too expensive and difficult to obtain for their value in battle.

So in order to promote the right sort of playstyle with the Slayers, I figured that having them free to recruit, but very expensive to maintain should force players to throw them into battle in order to kill them off. They are now only 1 Turn to recruit, so you can recruit in the Field in two turns, in order to send them into battle as soon as you can. There is a Building-based Unit Cap to stop you just fielding whole armies of Slayers (though the Upkeep cost should prevent that anyway).
As a happy coincidence, these changes also makes the Legendary Lord ability of Ungrim Ironfist (the SLAYER KING) actually worthwhile as his 50% upkeep reduction allows maintaining Slayers in the army as opposed to having to disband them.

Now that I have building-based recruitment up and running I'm less concerned about giving the Slayers a buff in battle as well, given there should be fewer of them to field and they are so expensive to keep around. To that end, I have given them armour-piercing weapons to combat the Monstrous Creatures (such as the Chaos Trolls) who have armour, thereby defeating the point in the Slayers' ability.

Update 27/06/2017: Armour apparently is more complex than I had previously thought (thanks to Redditor ferriswheel9ndam9 and his post here: https://www.reddit.com/r/totalwar/comments/4o1zoq/how_does_bonus_damage_and_armor_actually_work/?st=j4fft9fp&sh=7746e885), so I need to understand armour more before I make any changes.

I'll leave the values at their defaults for now.

-- Updated 27th of June 2017 --

As of 27/06/2017 Creative Assembly have tweaked Slayers as follows: Their weapon damage is now 32/16. They take 1 turn and cost 1000 to recruit and 250 in upkeep.

Based on my observations about Armour (above) my changes are as follows -

Weapon Damage unchanged (was 36 to 12).
Weapon Armour Piercing Damage unchanged (was 12 to 36).

Recruitment cost down from 1000 to 0 (was 1100 to 0).
Upkeep cost up from 250 to 500 (was 275 to 500).
Campaign Cap up from 0 to 4.
Building-based Unit caps - Field a maximum number of Slayers based on the number of Slayer Shrines in your Empire.

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::Building-Based Recruitment::

Recruiting Slayers now requires a certain number of Slayer buildings in your Empire. More Slayer Shrines means more Slayers. Garrisons that include Slayers are included in this total. I believe the only thing that garrisons Slayers by default is the Great Slayer Shrine.

The following buildings now affect the number of Slayers you can recruit:
Default Available: 4 Slayer Units
For each Slayer Shrine: +2 Slayer Units
For each Monument of Grimnir: +4 Slayer Units (replaces Slayer Shrine for a net +2)
Great Slayer Shrine of Karak Kadrin: +6 Slayer Units*.
*offset by its garrison of 4.

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To do -
Possibly tweak the numbers provided by default and with each building type depending on how many are available at any given moment.

[Tactics]
In case anyone is struggling to get their heads round the point here, basically I expect them to be recruited from Camps using Global Recruitment, then as soon as they've arrived (two turns later), jump straight into battle, send them up against the biggest Enemy on the map and then disband whoever survives. Thematically, that can be the survivors heading off to find another big thing to die fighting against.

[Conflicts]
It's just a database edit, so shouldn't conflict with anything except for other database edits which also change Dwarf Slayers' Campaign attributes.

[Known Issues]
Global recruitment doesn't seem to take the experience bonus from factionwide Building bonuses. I'm not sure why.
21 Comments
Elchman69 27 Apr, 2020 @ 6:38am 
yes thanks anyway for your tutorial :)
Brujah  [author] 27 Apr, 2020 @ 6:31am 
Apparently I can, but didn't need to as you managed to work it out. :)
Elchman69 27 Apr, 2020 @ 3:06am 
hello, I tried your tutorial on adding a unit cap but it crashed the game, can you help me?
Brujah  [author] 5 Oct, 2017 @ 1:00am 
Not that I ever found unfortunately, BrutusCz. It was only through trial and error that I worked out the garrisons ate into your total available units.

Conceivably you could set up some kind of formula to work it out for any given number of garrisons containing the units you're working with. I don't know how (or if it's even possible) to actually implement that such that it would be shown in-game though.
BrutusCz 4 Oct, 2017 @ 12:33pm 
Damn I am sad I didn't find this mod 2 days ago. :D Would be great help, sadly I had to find a way hard way how to do this mod. But thanks, I was losing my mind my mods doesn't do what I want only to find out that garrison also eats the capacaity... damn...
Do you have any idea if unit count can be diplayed in some visible way? In faction effects it would be best.
pistolhamster 15 Jun, 2016 @ 12:04am 
It definitely helped slayers survive longer in autoresolve - which is horribly broken - I know ^_^. I have kept my initial slayer unit with Ungrim Ironfist - and while I yet have to face trolls and ogres in battle, they did fine on flanking versus armor orcs and to beat down Ironhides' Doomdiver catapult. Didn't see dwarf AI use them at all in any of the factions so far.
Brujah  [author] 14 Jun, 2016 @ 12:52pm 
I must say that I doubt it will be taken into consideration in respect to the AI, unfortunately. The AI on the campaign map performs scripted actions as far as I know and it's beyond my ken to modify those. Do let me know what you discover though. :)

Auto-resolve should be affected, though it's pretty out of whack by default.
pistolhamster 14 Jun, 2016 @ 5:39am 
Thanks Brujah, Dwarf units are very expensive already, so the upkeep of 250 is still a lot. He starts the game with 1 of them. I wonder how this affects the campaign AI? Will the Dwarf AI factions like Karak Azul, Zhufbar and Karrak "know" this so they will field more slayers - and bankrupt themselves with them? Does this affect auto-resolve results? It shall be interesting to see how it affects Dwarf factions.
Brujah  [author] 14 Jun, 2016 @ 5:16am 
Hiya Pistolhamster. It is indeed. They're 250 with Ungrim Ironfist as the Lord.

Obviously a bit more in practice with upkeep increases. I toyed with the idea of shifting his bonus over so it only affected his own army. Seemed unnecessarily harsh though.
pistolhamster 14 Jun, 2016 @ 4:04am 
bliporama, did you even read the reasoning behind? The way Warhammer Total war adapts the TT ruleset makes me question why YOU play the game in the first place. It takes several liberties, and one of the seems to be making slayers close to useless, which they aren't in TT IIRC.