Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I can only find individual bodyguard mods for each faction, made by some Korean guy. But they don't balance anything else.
I really hate how small single entities work in the base game and would liek to see bodyguard units back.
-Fromage in January
Just an FYI to this comment section, he probs won't be back a bit after then he'll have to sort his home stuff out post training.
I wanted to leave feedback on one thing though. Screaming Skull catapults seem to inflict very low damage compared to equivalent units like empire mortars. I might do some testing but I feel like they need a little buff. Screaming Skulls barely take 5-10% off a unit's health with a full volley where empire mortars do more like 60%
Honestly I'm really looking forward to the full version of the mod now that CA is done with the game. Don't worry though, I can be patient and what we have already is excellent! Currently rolling on down from Khemri as Settra on Legendary and loving it :)
May I have permission use your mod tables to make a basic, vanilla version of your bodyguard system?
General
- Replaced all charge bonus add buffs with charge bonus add %. This was done to counter the Cavalry bug.
It will cap infantry charge bonus
- Buffed Perceptive Trait
- Units are less likely to be sent flying back when charged by cavalry (thanks Atomic Paladin)
Tomb Kings
- Increased unit cap for Arkhan the Black's VC units
Dark Elves
- Buffed Malicious and Cruel traits
Empire
- Removed Giving Halberdiers expert charge defense in the tech as they already have it
- Adjusted Volkmar's faction & innate trait, to give WPS to flagellants
- Adjusted Karl's faction trait to give extra bonus vs large for Reiksguard units
- Fixed some bugs for tech tree effects
- They now have the same growth bonus as the Empire
- Adjusted red skill tree buffs for infantry
- Buffed the bailiff skill, to match other endline blue tree skills
- Lordly conquerer skill, now increases post-battle loot
- Reduced the cost and requirements for siege workshops
Skaven
- Reworked red skill line buffs for Skaven infantry
@Alexology, Thank you!
@As I Live,ALL Will Die, Thank you! No plans for a WH3 version, my ability to add bodyguards to monstrous mounts broke from WH1 to WH2. Adding bodyguards was only possible due to existing legacy code. One thing broke in WH2, and CA never fixed it. Who knows what will break in WH3.
Is this mod compatible with the Community Bugfix mod? I've loaded your mod as the overriding priority mod, so it should be fine anyway, but I'd thought I would ask.
2.Will there Be a Version of This for WH3?
Really enjoyable mod tho, keep up the great work
If you go into KV_rules, and change collision_speed_delta_threshold_knocked_flying and shockwave_speed_delta_threshold_knocked_flying both to a very high number, like say 900, it makes the physics a fair bit more realistic, and disables that annoying effect where cavalry will launch men like 30 meters behind their own infantry line, which then get up and trigger flanking penalties.
People still can get knocked back pretty far, but its much more realistic.
Anyway, just something cool I found, I'm not demanding you do it or anything, I just figure you might like this given you're making a very realistic vibe of a mod in general. No hard feelings if you like vanilla cavalry charges though, they are very funny.
If you are interested in feedback, here´s mine:
-projectile spells broken, every guy in the bodyguard unit fires one. Kills anything in one shot
-The leveling up is too fast. imo it would be better unchanged from vanilla.
-I love how usefull cavarly and infantry is in this mod. Feels like a proper total war once again. Just pure excellency. But you could consider buffing the ranged units just little tiny bit.
-10/10 mod otherwise
General
- Minor skill buff adjustments (to address changes by CA)
- Reduced the buff/nerfs associated with passive abilities
Norsca
- Reduced requirements and cost of werewolf recruitment, smithy, and offerings buildings
Empire
- Gave Karl innate 100% reinforcement range
Dwarfs
- Reduced recruitment time for copters
- Greatly increased the untainted effect for the Great Slayer Shrine
@J.Maverick, yea maybe that'll happen if this mod get more popular, I wanna do some patches with for mods, but this mod takes up most of my time.