Total War: WARHAMMER II

Total War: WARHAMMER II

Carnage in the New World - Overhaul (BETA) (Updated)
277 Comments
Monstrão 6 Feb @ 5:51am 
@J.Maverick Do you remember it's name?

I can only find individual bodyguard mods for each faction, made by some Korean guy. But they don't balance anything else.
Maverick 5 Feb @ 8:23am 
@monstao there was, sadly its not updated and doesnt work
Monstrão 5 Feb @ 7:52am 
Is there a similar mod to this in Warhammer 3?

I really hate how small single entities work in the base game and would liek to see bodyguard units back.
Death 3 Jun, 2023 @ 8:56pm 
Any plans to port this to TWW3
BrutusCz 4 Jun, 2022 @ 12:29pm 
I was thinking of creating mod that adds bodyguards in WH3. I just discovered this and wow... I guess this is how it's done. I really like how you added so many custom units just for them being a bodyguard units. I don't think I will take exactly same path, I would prefer all bodyguards to be capable in combat, even for caster hereos and force more infantry lords/heroes.
Shadow the Ultimate Life form 23 May, 2022 @ 9:04pm 
will you be adding this to TWWH3?
XxNeGrOvIcH61xX 17 May, 2022 @ 6:17am 
Looking to make bodyguard units to some mods i added with this one. I have a general idea on how to do it, but still having trouble with the whole pic. Mainly how to turn the lord into said bodyguard unit. If anyone doesn't mind giving me tips and pointers, that would be appreciated. Not looking to make a mod out of this, just for personal use.
Jotaro JoDiveStar 18 Apr, 2022 @ 8:27am 
"This will likely be the last update for a while, as I will be going for military training for 3 months."
-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.
Rib Roast 9 Apr, 2022 @ 2:33pm 
you thinking of porting this to wh3?
Jotaro JoDiveStar 2 Mar, 2022 @ 6:22pm 
Just played Warhammer III, doesn't hold a candle to this, I should have give you the money instead.
Edallans 10 Feb, 2022 @ 3:58pm 
loved the mod i just wish some modder would make a submod for dragon mages so they would have units
Magnus419 27 Jan, 2022 @ 10:47pm 
Finished my campaign and had a great time!

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%
Magnus419 24 Jan, 2022 @ 4:33am 
Came back to the mod yesterday after a long break from Total War and enjoying it greatly. Thanks again for your hard work, it's the only reason I still play this game.

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 :)
Jotaro JoDiveStar 17 Jan, 2022 @ 7:56pm 
Thanks!
Jotaro JoDiveStar 17 Jan, 2022 @ 7:56pm 
Will do.
Fromage  [author] 16 Jan, 2022 @ 4:49pm 
No problem, just give credit where credit is due.
Jotaro JoDiveStar 14 Jan, 2022 @ 11:51pm 
I'm basically thinking of making a more basic, low maintenance version of your mod while you are gone. EG all kislevites would use the same bodyguard, for example.
Jotaro JoDiveStar 14 Jan, 2022 @ 11:50pm 
Good luck Fromage, and stay safe.
May I have permission use your mod tables to make a basic, vanilla version of your bodyguard system?
Fromage  [author] 14 Jan, 2022 @ 3:34pm 
This will likely be the last update for a while, as I will be going for military training for 3 months.
Fromage  [author] 14 Jan, 2022 @ 3:33pm 
Update:
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
Fromage  [author] 14 Jan, 2022 @ 3:33pm 
Bretonnia
- 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
Fromage  [author] 11 Jan, 2022 @ 3:53pm 
@SaveThePandas, yes i know that dwarven missile units and glade guard are suppose to be hybird units, but made the decision to categorise them as dedicated missile units. Hybrid units are very cost effective as they can deal lots of damage via range and melee. Hence the sisters or shade meta in Vanilla. Thats why i try to limit the amount of hybrid units out there. It depends on if I can differentiate the unit from other missile units in the faction. For example I kept shades as hybrid as they would be pointless to use if they werent. I made sisters a dedicated missile unit b/c they're AP missiles are useful no matter what. I kept shadow warriors as hybrid so there would be a reason to use them over sisters. Alot of the decisions made with this mod was for the sake of simplicity, as I am one person and this game is massive.
Fromage  [author] 11 Jan, 2022 @ 3:41pm 
@Atomic Gandhi, thanks man, I think Community Bugfix mod will be fine. Don't use it myself however. Currently testing out your suggestion, it does make cav slightly less effective, but battles are slightly longer.
@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.
Jotaro JoDiveStar 11 Jan, 2022 @ 1:08am 
Hi Fromage, thanks for making this mod, I've really been enjoying my Repanse camapaign.
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.
As I Live,ALL Will Die 7 Jan, 2022 @ 3:17pm 
2 Things: 1,Thanks for Making such a Great Mod
2.Will there Be a Version of This for WH3?
Alexology 30 Nov, 2021 @ 11:30am 
Really enjoying this, thanks for the work!
SaveThePandas 28 Nov, 2021 @ 10:24am 
Keep in mind that the heroes get their stats buffed from their yellow skill tree, which can make their units absurdly powerful, especially when they get milion XP per battle. Also one thing I noticed is that all basic archers have their melee stats reduced to 1, 1. That makes kinda sense when you want to make them really fragile in melee, but this seems too arbitrary, since it puts dwarven crossbows, glade guard etc, which are essentially hybrid units, on par with skaven slaves slings or goblin archers, . Probably not the best idea, since it kinda breaks the immersive feeling of the mod, but I am no modder, so I get that you want to keep it simple.
Really enjoyable mod tho, keep up the great work
Jotaro JoDiveStar 27 Nov, 2021 @ 2:18am 
Hi Fromage, just a suggestion I thought you might enjoy, from my own adventures in modding, I found out how to make cavalry charge physics more realistic.

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.
Fromage  [author] 12 Nov, 2021 @ 3:07pm 
@Molloy, I never played as Ghorst before. Always as Manny or Vlad. But yes, all vampire lords have a blood dragon knight bodyguard. They are a very powerful unit, being T5 and have access to the hunger. They do take 100% more fire damage though. I've always let my Vampire lord deal with the other vampire lord.
Fromage  [author] 12 Nov, 2021 @ 3:04pm 
@SaveThePandas, yea i have thought about reducing hero unit size. Reducing their unit size may cause them to become complete garbage. Plus, I have been grateful for full strength heroes in garrison only battles. I personally never use more than 2-4 heroes per army anyways. For the sake of simplicity and my own sanity I made heroes more-or-less equivalent to their generic lord counterpart. Sometimes the hero version is equipped with inferior weapons. Its too much to keep track of.
Molloy 8 Nov, 2021 @ 1:22am 
I just started a campaign with this mod as Helman Ghorst and tried to fight the first battle against Dieter the Stickler. I wiped his army soundly, but Dieter himself was an absolute tank. He killed 771 of my 1141 men and actually won the battle singlehandedly.
SaveThePandas 5 Nov, 2021 @ 2:28pm 
Heroes are a bit too op. They come with a full elite unit on lvl1, not even speaking about the buffs they can get, so if you get enough of them in early game, it breaks the game. Maybe give them only like 25% or 50% of the unit..?
SaveThePandas 30 Oct, 2021 @ 12:37pm 
I wholeheartedly agree with the range damage explanation. However, the levelling system does really feel off. I got my lord to 18 levels in 5 turns, and maxed out almost all red line skills for buffing my units. At that point, my troops seemed way to superior to theirs. And when you have multiple skill points per level, by lvl 26 you are almost maxed out anyway. But thats purely my opinion, and Im only sharing it with intention to maybe help make this mod even better than it is:)
Fromage  [author] 29 Oct, 2021 @ 8:15pm 
@Atomic Gandhi, the growth bonus only applies to the more populace races of WH. Humans, skaven, and greenskins. It'll allow them to recolonise things faster too.
Fromage  [author] 29 Oct, 2021 @ 8:13pm 
@Coitus_Interruptus & SaveThePandas Thank you for the feedback, most projectiles are now bombardments (only way to fix it). I just tested it. It sounds like u got a mod overriding my changes causing those spells to act like in vanilla. As for leveling up, this was done for my testing purposes and to prevent newly recruited lords from outranking battle-hardened ones. It allows you to get lords to a competitive level after some battles. Leveling will slow down after lvl 26, your more powerful mounts are locked to lvl 30+. I am looking to adjust this more (maybe nerf passive xp gains?). As for missile units, i don't intent to buff arrows/slings further (mostly b/c i like the current battle length). I do still find that they get more kills than infantry does. They are for support, skirmishing, and dealing with lightly armoured units. For killing power look towards gunpowder, explosives, cav or cav-like units (using hammer and anvil).
Fromage  [author] 29 Oct, 2021 @ 8:13pm 
@drfssil410 My advice is to only have one source of HP for a unit, either battle entities or land_units. I recommend battle entities for bodyguard units.
Jotaro JoDiveStar 29 Oct, 2021 @ 8:07pm 
Also overall it doesn't feel out of place. The Pace overall is much faster in this mod. Growth rate is also massive (which I love, please keep it this way).
Jotaro JoDiveStar 29 Oct, 2021 @ 8:02pm 
The level up speed does seem odd, but I think it+the skill points per level is supposed to "Force" the AI into having good heroes/lords.
Jotaro JoDiveStar 29 Oct, 2021 @ 8:01pm 
@Save The pandas one thing even the weakest of ranged units can do is debuff the enemy with the "Under Missile Fire" morale debuff, which really helps push them over the edge into a rout. Bow/Crossbow Missile units as such make really good support troops, while artillery and gunpowder are the heavy hitters but don't support as well due to their Direct Fire requirements.
SaveThePandas 29 Oct, 2021 @ 1:39pm 
Amazing mod! Exactly what I have been looking for for so long!

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
Coitus_Interruptus 29 Oct, 2021 @ 10:21am 
Great mod, but u should fix projectile spells (fireballs, gazes and other): lower damage or cut them off from the spell list for now, cause it's not playable.
The_Industry 25 Sep, 2021 @ 4:47pm 
Thanks for the help. I don't think I worded the second question correctly though. I have successfully changed the per entity HP for lords and heroes, and it works in custom battles and on the campaign map, but the per entity HP reverts to base game values in campaign battles. Any advice would be appreciated.
Fromage  [author] 23 Sep, 2021 @ 7:52pm 
I created new officer entries. which is better b/c sometimes CA updates entries w/o putting it in the patch notes. Battle_entities and land_units for hp adjustment. I believe the entity hp for mounted officers doesnt show up until u go into battle.
The_Industry 23 Sep, 2021 @ 6:00pm 
Quick question, how did you give officers which don't have them, such as Tyrion, and how do you maintain the adjusted hp for characters in campaign battles?
The_Industry 7 Sep, 2021 @ 4:15am 
Thanks man, really appreciate the help.
Fromage  [author] 4 Sep, 2021 @ 5:54pm 
@drfssil410, battle_personalities, land_units_officers, land_units, main_units, unit_variants, & variants.
The_Industry 1 Sep, 2021 @ 6:08pm 
I'm a relatively new modder and wanted to ask how you managed to do this, which tables you edited and what have you, as I love the mod and wanted to be able to implement something similar in mine.
Fromage  [author] 19 Aug, 2021 @ 9:14pm 
Hotfix:
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.
Maverick 13 Aug, 2021 @ 5:58pm 
Ive had no issues running the mod, just wish more modders made their mods compatible with this mod lol