Total War: WARHAMMER

Total War: WARHAMMER

Unit size 150% for SFO, v2 (probably outdated)
93 Comments
Agarast 3 Nov, 2017 @ 5:46am 
Right after you answered, yesterday I wrote here that it was a download issue, (I reinstalled the mod and it was ok). Apparently my comment didn't appeared. I'm really sorry for the unconvenience. Thanks for the quick answers, and especially for this mod!
BrutusCz  [author] 3 Nov, 2017 @ 5:41am 
@Agarast
When do you crash? When you start game? Main menu won't load?
BrutusCz  [author] 3 Nov, 2017 @ 5:40am 
@Agarast
Hm I just tested it, and it seems to work fine with current steam SFO version for WH1.
BrutusCz  [author] 2 Nov, 2017 @ 1:40pm 
@Agarast
I am focused on WH2 so I didn't keep track of this mod. I will try.
Agarast 2 Nov, 2017 @ 12:31pm 
The game won't start when I activate this mod, the last (minor) update of SFO may have broken it.
Can a quickfix be considered?
BrutusCz  [author] 30 Sep, 2017 @ 9:20pm 
Also Thanks for 30 rating and getting stars. Now let's reach 5 stars, yes yes!
(for those who don't know, even with 100% rating you get 3 stars at 25 ratings, and should be 5 stars at 100 ratings)

BrutusCz  [author] 30 Sep, 2017 @ 9:03pm 
After much many headaches I didn't found the cause, but I found the fix for crashes.

Started my own patreon.

Created discord, there are links for WH2 unit size mods for those interested.
Lt. Ruben 27 Sep, 2017 @ 1:15pm 
this should at least shift the balance a bit. heroes should only get this if they are pure fighting heroes (Thane for example), the others would need lower values or individual balancing in some cases, like the dwarfen engineer for example.
keep up the good work :)
Lt. Ruben 27 Sep, 2017 @ 1:15pm 
BrutusCz i have to say you are a really likeable guy :)

For Lords now:
raising the damage with heroes brings the problem that they will not be any more effective against tar-pit units like zombies, that they already one-shot anyways.
i would try raising the animation speed 25%, this shouldn't be too noticable (especially since for mannfred at least, the animations are already kinda slow) and also maybe increase the area of affect from attacks by 20% ?

all in all, i would suggest to try:
-) 20% increase of animation speed
-) 20% increase of melee attack(they should not really miss on attacks, they are heroes after all)
-) 15% increase to defense skill
-) 10% increase in armor
-) 20% increase in area of attack (bigger AoE attack)
-) +10 Leadership (so tar-pitting them until the rest of the army is shattered to break the lord is not as effective)
-) 10% increase with armor piercing damage (to counter the elite units a bit, but no real change for low tier like Zombies)
BrutusCz  [author] 27 Sep, 2017 @ 11:52am 
@Lt. Ruben (AUT)
this is not very noticable in numerous small units as you can be only surrender by certain ammout, but it is very noticable when high end units goes from 4 to 6 models and fights 1 model that is still only well.. 1 model with 50% HP, even more noticable in 200% version, but interestingly I get different feedback there - that heroes become too tanky when fighting small units. And high end units are heroes counter. Which is really problem from vanilla because it doesn't change dmg either (at least not in easily visible way), but hey. I am here to make my mods better and stand out from other numerous % mods. Especially for WH2.

Definitly like your feedback and when users feedback problems are things that I myself noticed, it's probably time to try to fix it.

Don't expect silution soon, but it is definitly on my list of things I want to improve.
BrutusCz  [author] 27 Sep, 2017 @ 11:52am 
@Lt. Ruben (AUT)
It is something I once think about. I didn't really bother me with numorous units, or even +4 units
but lords and monsters are a tricky to balance as they are getting only tankier but they ability to deal damage is same. And I will be honest. I am not sure how to fix - but there could be few appoaches.

Increase frequency of animation - would scale very well, not sure how it would look like though
increase damage - not sure if I can hit balance right and is much trickier to balance


Lt. Ruben 27 Sep, 2017 @ 9:03am 
oh and also increase either the area or the duration of spells (including damaging spells, not just buffs like in your other mod)
Lt. Ruben 27 Sep, 2017 @ 9:02am 
when you increase a units amount of soldiers by 50% (=150% total) you also increase their total amount of damage per second because there are now 50% more people attacking, and thus dealing damage. (not exactly 50% but it does increase if the formation length, and therefore the amount of fighting soldiers increases)

so you definitely need to improve the lords' and monsters' damage and attack/defense skill a bit (maybe +15% for each of the 3 stats ?) cause having to fight 4 or 6 monsters at the same time makes a difference as a lord
the Lord in this example takes 150% damage (compared to normal) and also has 150% health, but the enemy unit only takes the normal 100% damage but has 150% health.
BrutusCz  [author] 18 Sep, 2017 @ 9:52am 
Hi guys, I didn't manage to update mod for new version. I just uploaded previous last working version (luckily I had backup) and honestly I should do so earlier. I just didn't expect to not be able to fix it.
It is version before 3 new chaos units were added. They are in game, but not buffed to they 125%/150% power. Units balance is from 30. 08.

Also note that 200% version is working and include 3 new chaos units, so I would recommend to stick to that version.

This version shouldn't crash because it was already working in the past... but now I am not certain of anything.

Looking forward Warhammer 2 and making units size mods for that game. Hopefully without crashes. :)

Thank you for undertanding.
BrutusCz
PikaTheChu 18 Sep, 2017 @ 9:51am 
works !!!
BrutusCz  [author] 18 Sep, 2017 @ 5:43am 
@tytos
well I could hide it so ppl don't fall into this CRASH trap and I dont eat unnecessary bad reputation. But should take long for me to upload working version, on the other. To fix my saving problems that is... difficult to answer. :( :(
BrutusCz  [author] 18 Sep, 2017 @ 5:39am 
Thanks for answer, good to know it crashes :X
BrutusCz  [author] 18 Sep, 2017 @ 5:38am 
The problem is not the mod, its modding tools mod is for me corruped on save. I am still working on the silution. Diging throgh forums and asking more experienced modders. I will try to upload working version asap.
PikaTheChu 18 Sep, 2017 @ 5:28am 
delete the 150 mod from workshop? :D still crashes
BrutusCz  [author] 17 Sep, 2017 @ 11:03pm 
I updaded 150% mod, I feel like I depleted all options. It it crashes now, honestly I don't know what next step would be.
BrutusCz  [author] 17 Sep, 2017 @ 11:49am 
nooooooooooooooooooooooooooooooooooooooooooooooo
PikaTheChu 17 Sep, 2017 @ 11:46am 
150 still crashes, 200 works fine
BrutusCz  [author] 17 Sep, 2017 @ 11:19am 
Can somebody confirm it doesn't crash?
Corv 15 Sep, 2017 @ 6:00pm 
Very much looking forward to this getting updated ;)
PikaTheChu 14 Sep, 2017 @ 1:59pm 
Maybe you edited your base game files and that's why it doesn't crash for you? You obviously have something that we others don't that prevents the crash :p
BrutusCz  [author] 14 Sep, 2017 @ 12:52pm 
@Corvar
Thanks, Heats up at heart.
Corv 14 Sep, 2017 @ 12:49pm 
Thank you for the quick response, after playing with this mod for a few weeks I simply can not go back to playing without it. I and the other followers of your mod appreciate the work you're doing immensely!
BrutusCz  [author] 14 Sep, 2017 @ 12:48pm 
@Corvar
I am working on solution. One of users told me what could cause this, problem is my game doesn't crash for some reason.

"People report that mod crashes. I don't know why. It works for me, if it works for you as well, please tell me. I am working on solution. If it crashes for you, I suggest disable mod. Once I find the cause and fix it, you will be able to enable it mid-campaign anyway. Sorry for this, pisses me off too. Also sorry if you were looking which mods cause crash, as I said I tested it and it worked for me so I have no idea what is happening."
Corv 14 Sep, 2017 @ 12:44pm 
Sadly, the crashes still occur. To be able to trouble shoot, maybe reinstall your mod to see if the crashes occur for you then?
BrutusCz  [author] 14 Sep, 2017 @ 11:08am 
@Crunbum
You make a good point.
But there were plenty new units already (like Chaos Dragon) before update and everything worked just fine.
PikaTheChu 14 Sep, 2017 @ 9:36am 
Nope, so nothing will fix the crashes :p
BrutusCz  [author] 14 Sep, 2017 @ 9:09am 
@Frenchiie
Updated the mod. If this doesn't fix crashes, nothing will. :(
BrutusCz  [author] 14 Sep, 2017 @ 7:11am 
@Frenchiie
I was trying to play with names and yea. :D I believe in your new name, there must be no spaces. so no ZZZ - mod, but ZZZ_mod

The problem is as funny as it sounds... I can't get my game to crash. So I can't fix something that works for me. :( :(
Frenchiie 14 Sep, 2017 @ 6:37am 
yea, i dont know what i did wrong, but nothing works anymore :/, my bad brutus :(
Crunbum 14 Sep, 2017 @ 6:37am 
Your mod loads before SFO -> it tries to update units that dont yet exist -> crash

SFO has the files that create those units. It adds those units into the game along with all their stats and properties. Any (well, most) changes that are applied to specific tables concerning those units's stats by other mods overwrite SFO, because in this case SFO acts like the vanilla db.

At least thats how I think it works (I might be wrong, I'm no expert). Either way, loading last fixed it for me.

I have no idea why it works for you then though. Weird.
BrutusCz  [author] 14 Sep, 2017 @ 6:23am 
@Frenchiie
That would be nice of you, thanks I believe they reported dwarf ones, so check them especially.
Frenchiie 14 Sep, 2017 @ 6:15am 
it crashes with only this and SFO on yep
BrutusCz  [author] 14 Sep, 2017 @ 6:06am 
@Crunbum
But if my mod loads first, shouln't main SFO rewrite my changes back to normal?
Also... the fact that my game works without problems is making this so akward to fix. Also I noticed that almost every submod uses @.
Also I don't have any DLCs I didn't knew abot RoR problem until ppl reported it. Adding @ fixed it... (people never reported it again). I repeat that, but that is why I am affraid to just remove @, it could make my mod not work again. Well, now it doesn't at all... expect it does for me so...

I can't tell if it crashes for all almost 500 subsribers or just for some. Maybe they don't know the cause or they happily play. I got about 4 reports of crashing now.
Crunbum 14 Sep, 2017 @ 5:48am 
Yeah, its sort of sad, they have such a moddable game but dont spare even a slight effort to make it less annoying to mod it.

The @ sign makes your mod load first, not last, and, in general, if you want to mod things that rely on other mod-specific content then you should do the zzz thingy at the beginning so it loads after the mod. At least I always do so in my personal small mods I make when I'm annoyed with how they handle things (gates fall in under a minute? really?)

No problem, have nothing better to do anyways.
BrutusCz  [author] 14 Sep, 2017 @ 5:32am 
@Crunbum
I had this issue once, my version 1 didn't have @ sign - there was issue with RoR units not being increased in size, so I added it. Also when I want to change filename I need to reupload whole mod. I am not modder with much experience. I was assuming that @ is making my mod load later than those who don't have it. I asked about this on forums month ago but.. nobody sadly replied.
I probably need to do some research about this. Load order is important thing, and it's very strange that thing like this is not included in official launcher.
Thank you for help
Crunbum 14 Sep, 2017 @ 5:20am 
The problem is that your mod has SFO-specific files and loads before SFO. Hence it searches for files that dont yet exist = the game crashes.
Crunbum 14 Sep, 2017 @ 5:17am 
I fixed your problem brutus!

Change the filename of your mod, precisely the @ sign at the beginning.

It makes the mod load before SFO due to launcher loading mods based on alphabetical order.
Change the name to something like zzz_yourmodname.pack.
BrutusCz  [author] 14 Sep, 2017 @ 5:12am 
@Tytos
Hello, do you mind checking if you have new SFO Chaos units while my mod disabled? (great chaos dragon for exapmle).
I am trying figure out why it crashes... :( (it does not crash for me). I played for few minutes only but don't have any problems.
PikaTheChu 14 Sep, 2017 @ 5:02am 
Ye, only this mod and SFO and crash on starting the game
BrutusCz  [author] 14 Sep, 2017 @ 12:25am 
@Crunbum
Also sorry, do you mind re-sucribing to main SFO mod? Acutally you said that you had to redownload all mods again anyway... so... hat probably won't help. I probably need to reroll to older version (I have backup). Because I have absolutelly no idea why the game crashes for some people or if I am only one who doesn't get crashes.
BrutusCz  [author] 13 Sep, 2017 @ 11:38pm 
@Corvar
So this is a thing. Not good, not sure what could be the cause especially because my game doesn't crash. Is this crash on start up? Right before main menu should appear?
BrutusCz  [author] 13 Sep, 2017 @ 11:36pm 
@Crunbum
That is acutally good idea. Might consider this approach for WH2. I am under impression that there will be little reason to play WH1 once WH2 is out. Unless new combined campaigh will not be that good or too "slow" because of size.
Crunbum 13 Sep, 2017 @ 3:27pm 
And while we're at it, you might consider changing your approach with exceptionally low headcount units. I feel like they should be given more health rather than more models, similar to how you treat single model units (lords/heroes/monsters etc). Like, you have grail guardians/witch hunter retinue/hyppogriph knights and other units like that. They're supposed to be highly elite, mini hero-like, and, well...6 models per unit is elite. 12? Not so much.

I'd say that anything at or below 12 units on ultra should stay at 12 units and get a HP boost instead.
Crunbum 13 Sep, 2017 @ 12:58pm 
Oh i didnt know that whole column multiplying thing, thanks a lot :)

As for editing subscribed mods, the workshop will just "repair" them to their current workshop state once you launch the game but if you save the file with a different name, like sfo_x2_unitsize or whatever, the workshop will not update it while the launcher will tell you its out of date but you can play it as normal. So I did just that.

Seeing as Corvar also has the same bug as I did, something is up...though I have absolutely no idea what, as, again, I simply copy-pasted it into SFO files and it works so...well, good luck fixing it either way XD
Corv 13 Sep, 2017 @ 12:43pm 
I can confirm that the crashing bug is a thing. Only this mod and SFO on and the game crashes.