Total War: WARHAMMER

Total War: WARHAMMER

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Longer & Dynamic Battles
   
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Tags: mod, Battle
File Size
Posted
Updated
102.797 KB
30 May, 2016 @ 6:59am
16 Aug, 2017 @ 8:23am
219 Change Notes ( view )

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Longer & Dynamic Battles

Description
UPDATED AND FULLY COMPATIBLE WITH THE NORSCA UPDATE! ALL CHANGES INCORPORATED!

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---------- What is this mod doing? -----------
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My mod slows down battles quite a bit. Melee engagements take at least one third longer than before and are more enjoyable to watch and play (in my opinion).
I think ive found a good spot where combat is slow enough to enjoy but not too slow to have a negative impact on overall balance and to cripple the performance of your expensive Shock Cavalry and monstrous troops.

MELEE is slowed down by 33% and so engagements last quite a bit longer, therefore every other mechanic was adjusted to this new battlespeed.

All BUFFS AND DEBUFFS (Including Items and Magic) got an active time increase by 33% so that they dont lose their impact on the battle.

Same goes for CHARGE BONUS which also got an increased duration of 33% so that your shock troops perform exactly the same as in vanilla.

FATIGUE was adjusted to the longer battle duration.

Also MISSILE UNITS have been changed a bit to prevent them from being overly effective.

I´ve tried to keep everything as vanilla as possible while making the battles quite a bit longer and after a lot of testing and many many changes (as you can see above, almost 200 changes^^) i can assure you everything still performs the same way as in vanilla.

Besides the few changes i listed below I have not altered any unit stats in particular and so vanilla balance is still pretty much intact.

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-------- What this mod is doing in particular --------
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--- reducing the melee hit chance globally and increasing attack interval, so melee engagements last longer.

--- missile units lose more of their reload rate over time so that they are not more effective as they´re supposed to (because of the melee slowdown.)

--- army destruction penalty was decreased from -120 to -28 to make the battle outcome a bit more dynamic

--- recent casualties morale penalties have been lowered slightly so that units fight longer, return easier and are more viable(especially goblins and other low-leadership units) therefore other factors are increased slightly.

--- ALL units will be slowed down when moving through water, except ethereal units. Cavalry was not affected by water before. Also the movement speed penalty is higher than before to increase the importance of terrain features.

--- reworking fatigue. morale-fatigue effects are not as drastic as in vanilla anymore. Units recover a quicker though. Also fatigue does not affect the effectiveness of a units armor anymore. (which was stupid anyways...)

--- increasing the time it takes until units are exhausted to compensate for the longer battles.

--- Increased the time the charge bonus is applied to adjust to the longer battle time and so that cavalry is still effective

--- the crumbling effect for all raised units has been slowed by 33% so that they dont become weaker because of the prolonged combat

--- lowered the morale buffs the AI gets on higher diffculties (in battle)

--- increasing max camera distance from your own forces (on legendary) from 200m to 500m

--- large units have a bigger penalty for fighting in forests now (only 80% Melee Attack & 70% Speed)

--- BUFFS / DEBUFFS are basically exactly the same although i have increased the active time by 33% for all of them except healing spells and direct damage spells.

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----------------- specific unit "balancing" -------------------
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--- the hellstorm rocket battery does more damage now. One Rocket deals almost as much damage as a mortar shell. Its now at least somewhat useful for its expensive recruitment and upkeep cost.

--- Decreased the AP damage of the Doomdiver Catapult, because it almost always hits and does more than enough damage already. And it can fire into melee engagement reliably so its still very very powerful but not as ridiculous as before...

--- Goblin fanatics do more damage and are active longer.


#### COMPATIBILITY ####
This mod is incompatible with Radious and probably every other combat-mod.


I recommend playing this mod with my Magic Rebalance mod! It makes certain spells (e.g. searing doom and vortex in genereal) a lot more useful! You´ll find it here.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=852618066


Would be nice if you could rate the mod and leave some comments, so that i can improve it with your feedback. Thanks!
104 Comments
BigRowdy 6 Feb, 2023 @ 1:05am 
Perfect. This is the mod I have been looking for.
Gato 17 Jun, 2018 @ 5:05pm 
Listen to the last thing I'll say about this: Don't missundertand me, I wonder and have maximun respect for modders, for their efford on trying to give the community FOR FREE other options than the vanilla games, and at the end making games deeper and closer to the tastes of everyone... so first things first: Many thanks. BUT, at the same time everyone that does anything on the internet is on the spot and have to admit critics and praises from the people. As I told before "Im not saying that is wrong to make your own mod for your own good (and the people that likes it)", but I wish you could understand that is quite annoying trying to find a mod that makes TW:W like the old Total Wars, when charging from the back with a heavy cavalry to some no too strong infantry units cannot just only destroy them, even being able to change the fate of the battle... and find a mod saying "dynamic" when at the end makes battles longer...
Gato 17 Jun, 2018 @ 5:00pm 
Its really ridiculous watching dwarfs without a general surrounded by units with fear, terror, flanked even from the rear, the rest of the army destroyed or routing... and the need of using a dragon from the sky to make them to route (and they werent slayers, of course).

For everyone that wants, the only mod I have seeing moreless ok as I try to find is one called: "Total Warhammer", so if anyone knows another one that works, I am all ears.

One again, I admire the efford of modders (I wish I'll be capable of making my own).
Mundordin 3 Jun, 2018 @ 12:53pm 
"increased some of the penalties for casualties". 'SOME' means not all of them. the main point was asking you for a list of those that were affected or were not affected
Cotton Eye Joe  [author] 2 Jun, 2018 @ 5:40am 
"--- army destruction penalty was decreased from -120 to -28 to make the battle outcome a bit more dynamic"

did you even read the description?
Mundordin 2 Jun, 2018 @ 2:56am 
dont lash out at me, I said "their opinion/criticism on a mod" on "A" Mod, not 'your' mod. but if you want to go there, saying "Stop embarrasing yourself..." is a form of it

also fair enough, plus if it was that little extra detail that was needed to verify things then why not have it in the description
Cotton Eye Joe  [author] 2 Jun, 2018 @ 2:48am 
Try the mod and see if you like it! I will not start a discussion or anything.
The only change to morale is the army destruction penalty which is reduced to -28. All other morale penalties for casualties, flanking etc are the exact same as in vanilla or even slightly higher.

Btw. I didnt Trashtalk anyone. I provided the info requested but im not your personal advisor if you may like a mod or not, just fucking play it and see for yourself!
Mundordin 2 Jun, 2018 @ 2:02am 
I agree with Gato in some areas and not to mention at least make a discussion thread with the full changes or just the numbers on important stuff. (also nice summary, gives alot of info but not too long. but yeah needs more since its kinda a battle overhaul)

I will say that coz of a few things you've done/changed i most likely wont be using this mod although I 'would like to' as alot of the changes peaked my interest.

also just because someone tries to voice their opinion/criticism on a mod doesn't mean you can trash talk them.
Gato 24 May, 2018 @ 5:03pm 
So please, repeat me again which morale penalties you have increased and decreased please
Cotton Eye Joe  [author] 24 May, 2018 @ 9:13am 
The dynamic refers to the reduced army destruction penalty.
It often led to battles ending quite abrupt. With the current value it is more likely that units return to the fight after routing which leads to a battlefield that is shifting around hence the word dynamic.

Not the best choice of words i know. But i certainly didnt make morale nearly unbreakable. I in fact increased some of the penalties for casualties in quick succession and for rear attacks. The only values i lowered was total casualties and army destruction because they made chaff units like goblins almost unusable.