Total War: WARHAMMER

Total War: WARHAMMER

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Specialized Combat
   
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Tags: mod, Battle
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13 Jun, 2016 @ 5:29pm
11 Oct, 2017 @ 11:31am
14 Change Notes ( view )

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Specialized Combat

In 1 collection by HEU3BECTEH
Reasonable battle refinement
3 items
Description
In this mod I have tried to enhance units special traits, making the battle flow more dependant on tactical advantages, and probably resulting in slightly faster battle pace.

With this mod...
• Reckless cavalry frontal charges will stop sending spearmen flying. Charges from the rear will give them even more painful experience though.
• Firearms will stop being crossbows with better armor piercing. They will sweep away enemy squads with one volley. It will take much longer time to reload though.
• That one crippled dwarf on the edge of the map, lone survivor of his squad, will not regain his will to fight if their leader is long dead.
• Anti-large units will hit cavalry and large beasts harder. They will go easier on infantry though. Anti-infantry units will be more anti-infantry too.
• Melee attack and defence ratio will have a little more influence on hit chance.
• On siege battles it will take more time to climb walls using miracle-spawn ladders, so you will want to use some siege vehicles. Fort towers will hit harder, but will not reach that far.

That mod was created to change the things I have found confusing, hopefully it can be usefull for someone else too.

Total War: WARHAMMER II
Technical details: In table '_kv_rules' value 'bracing_calibration_ranks' has been changed from '7' to '6', 'bracing_calibration_ranks_multiplier', 'bracing_charge_reflector_bonus' and 'bracing_max_multiplier_clamp' has been doubled, 'bracing_attack_angle' has been changed from '80' to '100'. In table '_kv_rules' value 'collision_damage_normaliser' has been changed from '0.7' to '1', 'collision_damage_modifier' has been halved, 'collision_damage_maximum' has been doubled, 'collision_damage_default' has been halved. In table '_kv_rules' value 'refusal_chance_vs_charge_reflectors' has been changed from '0' to '0.3'. In table 'projectiles' non-spell non-tower non-artillery_flammable musket 'damage', 'ap_damage', 'base_reload_time' has been tripled. In table 'land_units' non-spell non-tower musket 'primary_ammo' has been halved. In table '_kv_rules' value 'missile_ignore_own_unit_for_friendly_fire' has been changed from '1' to '0', 'projectile_friendly_fire_man_radius_coefficient' and 'projectile_friendly_fire_man_height_coefficient' has been changed to '1'. In table '_kv_morale' value 'only_units_with_living_commanding_general_may_enter_non_shattered_rout_enabled' has been changed from '0' to '1', 'post_rally_no_rout_timer' has been halved. In table 'melee_weapons' for anti-large and anti-infantry units values 'ap_damage' and 'damage' has been decreased on 10%, values 'bonus_v_large' or 'bonus_v_infantry' has been increased on 20% * ( ap_damage + (damage * MDR) ), where mean damage reduction (MDR) has been set to 0.5. Test results show that mean armor (~65, mean armor was calculated using tables 'land_units' and 'unit_armour_types') reduces damage approximately on 50% average. In table '_kv_rules' value 'melee_hit_chance_max' has been changed from '90' to '97', 'melee_hit_chance_min' has been changed from '10' to '3', 'melee_hit_chance_normalisation_coefficient' has been changed from '1' to '1.5'. In table 'battlefield_buildings' fort_tower and fort_wall 'hit_points' has been halved. In table '_kv_rules' values 'climbing_ladder_speed_modifier' and 'climbing_walls_speed_modifier' has been halved. In table 'projectiles' for towers value 'effective_range' has been halved, 'burst_size' has been doubled. In table '_kv_key_buildings' value 'fort_tower_fire_arc' has been doubled.
Best regards.
Popular Discussions View All (3)
0
21 Jun, 2016 @ 1:03pm
日本語の説明とスレッド
HEU3BECTEH
0
21 Jun, 2016 @ 11:22am
Specialized Combat - Обсуждение
HEU3BECTEH
0
21 Jun, 2016 @ 4:32am
Specialized Combat - Discussion
HEU3BECTEH
75 Comments
Zephif cp_dustbowl team 29 Jun, 2018 @ 11:33am 
Damn. Oh well it happens I guess.
Also thanks for the quick reply see ya :)
HEU3BECTEH  [author] 29 Jun, 2018 @ 10:45am 
@21 I have no disk space left to download TWW >.<
And without downloading the mod I can not say, which tables are affected... It may be that overwrite is OK way of mods compability.
Zephif cp_dustbowl team 29 Jun, 2018 @ 10:21am 
I'm asking because I think one will override the other :/
Zephif cp_dustbowl team 29 Jun, 2018 @ 10:20am 
HEU3BECTEH  [author] 4 Jun, 2018 @ 2:07am 
@Philokèkos Thank you for the feedback~
Same goes for me.
Philokèkos 13 May, 2018 @ 8:48am 
A must-have mod, I can't imagine playing without it now
HEU3BECTEH  [author] 23 Mar, 2018 @ 11:29am 
@Gato Thank you for the feedback.
The problem is that spear unit must brace for impact (it should stay ground for a second or two). Without bracing bonus the mechanic is not changed (and could not be changed, AFAIK).
Gato 23 Mar, 2018 @ 10:47am 
This mod doesnt work. In a custom battle, I have charge with a cavalry unit to a spear unit, and everyone flies and dies like any other unit... Well, just flies, no one dies ever in this crappy game...
HEU3BECTEH  [author] 25 Aug, 2017 @ 12:31pm 
@ZeroMicrow Скорости и массы недостаточно, насколько я знаю. Даже если сделать мечников тяжелее и быстрее конницы, в полет при столкновении они не пошлют.
Crow 25 Aug, 2017 @ 12:05pm 
А, слушай, а может тогда еще кое-что скажешь?) Урон от столкновения может только при каких-то условиях проходить (тип отряда, масса, размер, свойство какое и тп) или любая моделька, сильно разогнавшись, его нанесет при достаточной разнице в скорости и массе?