Total War: WARHAMMER III

Total War: WARHAMMER III

Guv's Beastmen Overhaul Mod (Updated Patch 6.0 / 2024-12-14)
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Update: 16 Jan, 2023 @ 5:01am

    Update: 2023-01-16

AI focused changes:
Description:
Further tweaking of the AI. I am going to playtest henceforth without Hecleas AI, as not everyone uses it. My balance should be for Vanilla, not a mod.
I will as such buff the AI slightly until I find a good spot.
  • AI Beastmen: Changed constuction value for Miasmic herd buildings, because those plagues are being spammed very violently.
  • AI Beastmen: Changed "Budget policy" for the Beastmen AI personality.
  • AI Beastmen: Changed "Income allocation policies" for the Beastmen AI personality.
  • AI Beastmen: Changed "Personality variables profile" for the Beastmen AI personality to be equal to the major Warriors of chaos.
  • AI Beastmen: Reworked "Strategic Profiles" and "Strategic Components". Now they should be similar to hecleas AI in campaign.
    (These changes are to be properly tested, to see how the AI will behave on the campaign map. My idea is to make them be more aggressive.)

  • AI Beastmen: Restored horde building cost reduction from -80% to -90%.
  • AI Beastmen: Restored Dread passive gain +100 per turn.
  • AI Beastmen: Reduced ruination passive gain from +6 to +4 per turn.
  • AI Beastmen: Changed cap bonuses for Gor units from +5 to +10.
  • AI Beastmen: Added research rate -80%
    (goes along with the new tech changes. To make sure they don't blaze through the tech tree too quickly.
    After playtesting I concluded that AI don't pay for techs. so to slow that down, they have less research time. Approximately 5-4 turns per tech.)
  • AI Beastmen: Added cap bonus for Ungor spearmen (basic) and Ungor Raiders for failsafe measures.
  • AI Beastmen: Added cap nerf Giants, Ghorgons, Jabberslythes, Minotaur (Great Weapons) and Cygors for the sake of reducing late game spam too quickly.

Other DB Changes:
Description:
Although the Beastmen tech tree is fairly sufficient, it's still missing something. Something more thematic.
Beastmen aint no bookworms. Sitting down to study aint their thing. They have no patience for such. Instead sacrifices and general terror should motivate them.
An overhaul on how the tech tree works felt neccesary.
  • Technology: All technologies now cost a varied amount of Dread and take only 1 turn to research.
  • Technology: The Beastmen have now recieved 16 new technologies to further spice up their playstyle in various ways.
  • Technology: Certain technologies now cost additional favour (treasury).
    (The AI should not climb the tech tree faster as well. It's debated whether the AI actually pays for technologies with costs.)

  • AI: Increased likelihood for hordes to follow horde leader.
  • Taurox: Changed charge speed bonus from 18% to 10%
  • Taurox: Changed charge resistance debuff from 20% to 15%


Script Changes:
Description:
  • Modified "wh2_dlc17_bst_ruination_progression.lua": Changed turns to unlock herdstones from 18 turn, to 20 turns.
  • Modified "wh2_dlc17_bst_ruination_progression.lua": Changed turns to unlock ritual from 1 turn, to 15 turns.
  • Modified "wh2_dlc17_bst_ruination_progression.lua": Changed turns to increase caps from 15 turn, to 10 turns.
    (Why am I going back on the changes? Because it's a fine tuning process that is hard to determine unless you do countless changes.
    I have no proper playtesters, I am the only playtester. So the data I recieve from testing can take time. Sorry if it's a tedious process.
    Why I change the ritual unlocks is because the AI will spam high tier units too quickly.
    Therefore I make the AI increase caps slightly quicker instead, making sure the AI takes it slower with unit progression.)

  • Modified "wh_horde_reemergence.lua": Changed the army spawn slightly, making Gorgons and higher tier units a bit more rare.
  • Modified "wh_horde_reemergence.lua": Removed changes to army spawn sizes. Felt unnessecary.
  • Modified "add_units_morghur.lua": Reduced the number of jabberslythes in Morghurs army from 2 to 1. Increased Chaos spawn from 3 to 4.

Update: 1 Jan, 2023 @ 5:21pm

    Update: 2023-01-01

AI focused changes:
Description:
  • Tweaked the occupation decision policies for the beastmen. they somewhat view razing a bit more appealing.
    (made colonisation a tiny bit less appealing, razing for health is slightly increased when army is low on health.
    Razing in nature has been tiny bit more appealing. Especially while having less than 10k income, razing is slightly even more appealing.)
  • Changed occupation priority guarentee from 3 herdstones to 2 herdstones.

  • AI Beastmen: Removed post battle loot income +40%.
  • AI Beastmen: Removed dread gain bonus from battles +100%.
  • AI Beastmen: Changed character experience bonus from 50% to 30%.
  • AI Beastmen: Changed horde building cost reduction from -90% to -80%.
  • AI Beastmen: Changed bestial rage modifier from +3 to +2.
  • AI Beastmen: Changed herdstone construction cost reduction from -50% to -20%.
  • AI Beastmen: Changed how bonus caps for certain units. Removed bestigors and minotaurs from the capacity increase.
    (Now only provides +5 cap for Gor herd and Gor herd (shielded).)
  • AI Beastmen: Added new cap bonus +2 for bestigors and minotaur (dual axes) units.

Other DB Changes:
Description:
The beastmen under my playtests have been doing a great job. Once they get their researches going they can become a monster.
However, they become too strong for my taste, laying waste to strong empries and creating absolute cancer stacks. We'll have to change that.
This update also nerfs and tweaks the bonuses the player can recieve too when playing as the Beastmen.
  • Tech "Horns of War": Experience gain bonus reduced from 10% to 5%.
  • Tech "The Strong Survive": Changed from "for all melee units" to "for all melee infantry units" and reduced bonus from +2 to +1.
  • Taurox's tech 1 bonuses: Changed the effect text on the weapon strength bonus.
  • Malagor's tech 2 bonuses: Changed "herdstone +1 per turn" to +5 leadership for all Norscan, Warriors of Chaos and Daemons of Chaos units.
  • Morghur's tech 2 bonuses: Changed "And Another takes its Place" ability for Spawn units with "Enables armour-sundering attacks for Chaos Spawn units".
  • Khazrak's tech 1 bonuses: Reduced experience rank for all units from +3 to +1.
  • Khazrak's tech 2 bonuses: No longer grants Bestial Rage bonuses.
  • Khazrak's tech 2 bonuses: Ogre charge for Bestigors and Chariots bonus is now (factionwide) instead of (Khazrak's army).
  • Khazrak's tech 2 bonuses: Armour +25 for Bestigors and Chariots bonus is now (Khazrak's army) instead of (factionwide).


Script Changes:
Description:
  • Modified "wh2_dlc17_bst_ruination_progression.lua": Increased the time to create new army slots from 30 turns, to 80 turns.
    (They get +1 free army slot at the start of the game and gain army slots from Ruination too.)
  • Modified "wh2_dlc17_bst_ruination_progression.lua": Increased cooldown to upgrade unit capacities from 12 turns to 15.

Update: 30 Dec, 2022 @ 3:42pm

    Update: 2022-12-31

DB Changes:
Description:
Tweaked the beastmens occupation AI choices to attempt to occupy a bit less. Or perhaps smarter is the right word.
If my attempts are right, the beastmen should now check if they have at the very least 3 region.
If that have no regions, they will be forced to occupy, settle or colonize with the highest priority.
Razing settlements guarentee does not exist.
Without these conditions, Razing and Occupying have the same weight value now. So perhaps expect a bit more 50/50 chance, but it all depends on their needs.
But they will at the very least have 3 herdstones.
  • Edited beastmens occupation policy. Trying to make them see occupation and razing more equally.
  • Added new task managers and edited task managers for the Horde AI. Increased their likelyhood to camp in safe regions and to recruit from merc pool. (an attempt to make them recruit more. We'll see if it worked.)

  • AI Beastmen: Added post battle loot +40% for all armies.
  • AI Beastmen: Added wound recovery time -3 (for all faction leaders only).
  • AI Beastmen: Added character experience +50% for all characters. (to help when they idle)
  • AI Beastmen: now replenishes in all territories, not just netural or allied.
  • AI Beastmen: Reduced dread gain per turn from 200 to 100.
  • AI Beastmen: Reduced bonus replenishment from 5% to 3%.
  • AI Beastmen: Reduced bonus local recruitment points from 3 to 0.
  • AI Beastmen: Removed ungors and some other units from the bonus unit cap effect, reduced to +4 bonus caps instead of +10.


Script Changes:
Description:
  • Modified "wh2_dlc17_bst_ruination_progression.lua" to attempt to make the beastmen spend more Dread.
    They seem to only run around with Ungors.
    (for safety purposes I reimplemented the entire script from scratch and redid my changes.)
  • Reduced time to upgrade Herdstone buildings from 25 turns to 18 turns.
  • Reduced time to unlock unit capacity rituals from 10 to 1. (this is to help them get units. quicker and avoid ungor spam until lategame)
  • Increased cooldown to upgrade unit capacities from 2 turns to 12.
  • Increased times to perform unit capacities rituals from 2 to 1.

Update: 27 Dec, 2022 @ 6:18am

    Update: 2022-12-27

Mod Changes:
Description:
  • The beastmen AI starts with +1 additional army capacity.
  • Beastmen AI army capacity dread increase cooldown change from 25 turns to 30 turns[/list]

Update: 26 Dec, 2022 @ 4:52pm

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