Total War: WARHAMMER II

Total War: WARHAMMER II

Firepower Part 3 - Melee
31 Comments
Nick 9 Feb, 2022 @ 9:11pm 
crashes when starting the game. even with kaedrins launcher
Mosley was right 21 Dec, 2021 @ 8:07am 
This series of mods is ABSOLUTELY essential! Thank you, good sir!
Commisar Jon Fuklaw  [author] 12 Aug, 2021 @ 1:13pm 
Patch notes at the top. Haven't really done much with this since I merged everything into one mod.
Sin 12 Aug, 2021 @ 4:27am 
Is there a way i can see the changelogs in detail?
Commisar Jon Fuklaw  [author] 12 Aug, 2021 @ 4:21am 
No, as it changes attack speeds.
Sin 12 Aug, 2021 @ 4:18am 
So this is compatible with a mod that changes attack speed? Great mod btw
Commisar Jon Fuklaw  [author] 21 May, 2020 @ 6:59pm 
Update:

Ripped the last 6+ months of updates from the main mod.
See main mod for details.
Commisar Jon Fuklaw  [author] 15 May, 2020 @ 4:15pm 
I ripped the melee attack speed changes for lords from one of my other mods, LLLL, but actual troops' attack speeds are 98% unchanged, as that makes balancing much, much more difficult, as well as speeds up/slows down combat dramatically with even small changes.
titanbass1 15 May, 2020 @ 4:07pm 
Serious props for your dedication to a project like this. I wanted to know for the melee section if attack speed has been changed. I have been annoyed at the long delays units in TW have before making another attack. I used Action Combat Revived for just this purpose, but battles become rather short unfortunately. Does this particular parameter get changed?
Kissamies 29 Jan, 2020 @ 1:39am 
The total combat overhaul worked fine and I loved it though. But I only want my stinking melee units be stronk, I don't want the elgi have good bows nor the grudgeful dawi to have better muskets!

ps. love theese mods keep it up :)
Commisar Jon Fuklaw  [author] 18 Jan, 2020 @ 3:02pm 
Sounds like a corrupted download of either this or another mod, a ghost mod, or hitting the mod limit. I haven't actually bothered to test any of the individual sections of Firepower lately, so there is a slim chance something is wrong with this section.

Kissamies 18 Jan, 2020 @ 2:53pm 
The game won't sadly start when I play with this mod. Any reason this could happen? How can I fix this. ps I am using kmm
Commisar Jon Fuklaw  [author] 2 Jan, 2020 @ 2:50pm 
Update:

Imported from main mod:
land_units
main_units
melee_weapons

Added:
First iteration of custom veterancy gains (also imported).
Commisar Jon Fuklaw  [author] 9 Dec, 2019 @ 10:41am 
Update:

Balance:

Goblin Spears melee defense increased by 5.
Orc and Savage Orc Big Uns melee attack increased by 5. (50 and 55, respectively.)
Black Orc melee attack increased by 15. (Now 60 rather than 45.)
Per model HP changes for various dorf units imported from compiled version of the mod.

Fatigue:

Foe Seeker and Deadly Onslaught changes imported from compiled version of the mod, including the balance update.

Fixes:

Norgrimlings Ironbreakers melee defense is now 75 instead of being erroneously copied from its melee attack.
Commisar Jon Fuklaw  [author] 4 Nov, 2019 @ 12:18pm 
Update:

Fatigue:
Decreased base run costs to 24/18/12 for infantry/heavycav/lightcav.
Decreased base stamina replenishment to 30/s from 40.
Increased shallow and steep terrain multipliers to 50x and 75x (very steep still 100x, vanilla is 150x)
Commisar Jon Fuklaw  [author] 2 Nov, 2019 @ 11:07am 
Update:

Fatigue balance:
Second iteration complete.
Effective melee attack/defense at tired/very tired stages reduced another 5-10%
Effective movement speed at tired stage reduced 5% (from 90% to 85%)
Effective melee attack at exhaustion stage increased 5%
Fatigue stages now a bit smoother; Stages set to 0 (fresh)/7500 (active)/15000 (winded)/22500 (tired)/30000 (v. tired)/40000 (exhausted)/50000 (maximum)
Running stamina drain increased to 30/15/10 (inf/cav/light cav). Penalties for running uphill still 25x/50x/100x (shallow/steep/very steep)
Melee stamina drain increased to 30
Shooting stamina drain increased to 16
Stamina recovery set to 40 (20 in any bad weather/snow map)

Fixed:
Re-added table that deleted itself during last update cycle.
Commisar Jon Fuklaw  [author] 2 Nov, 2019 @ 8:11am 
Update:

Changes imported from main branch

Added:
Culled version of main_units added in preparation for upkeep, cost, and unit size changes

Compatibility:
Increased priority of land_units and battle_entities tables

Fixes:
Missed a couple of monstrous infantry entities earlier in the bid to enable wall climbing. Should be corrected now.
Commisar Jon Fuklaw  [author] 9 Oct, 2019 @ 5:59pm 
Update

Balance/Content:
Some shield tweaks done while working on updating LLLL.
Enabled wall/siege tower climbing for skaven weapons teams, all monstrous infantry, and spider swarms/spider riders.

Note: There is no animation for wall climbing for these units. Expect them to assert their dominance as they climb ladders. Monstrous infantry can clip through siege towers.
Commisar Jon Fuklaw  [author] 7 Oct, 2019 @ 5:10am 
Update:

Balance:
Drastically increased fell bat HP (120 HP/model from 72 HP/model)
Fixed the fact that vampire counts' fell bats were less beefy than all other fell bats

Note: Fell Bat melee attack will probably be roughly halved in the near future.
Commisar Jon Fuklaw  [author] 7 Oct, 2019 @ 4:43am 
Yeah, as I continue, I suspect I'll be increasing HP for melee (not melee-hybrid) units again, since I'm not actually balancing this against vanilla.
The Context Crusader 7 Oct, 2019 @ 4:42am 
Looks promising, At some point I reduced all ranged units size by 10-20% and their firepower was still insanely over powered, so this should suit me well. playing vs AI with the meta of anvil whilst archers melt everything got boring, so some of the higher shields will help me enjoy things until i get round to making a mod of my own. and a general unit rebalance is welcome.

Good luck with this, I'm currently working on a Beta mod rebuilding all the garrisons from the ground up so i appreciate how much work this will be,
Commisar Jon Fuklaw  [author] 6 Oct, 2019 @ 9:09pm 
Update Part 2:

Balance:

Shield rework completed.
Most mages received 10% shield. Notable exceptions are Slann, Skaven mages, and necromancers, who get nothing.
Delf elite infantry received 20% missile block to properly balance against helf elites.
Almost all 30% block shields in the game increased to 35%.
Heavy and elite cavalry shields increased from 35% to 45% to prevent premature evaporation under fire.
Grail cavalry and Swords of Chaos shields increased from 35% to 50%.
Some more defensive LL's with 55% shield increased to 60%.
Footchaon, Footfrick, and Footvald shields increased to 70%.
Lord, Hero, and Legendary Lord/Hero mounted shields increased 5-10% in most cases.
Commisar Jon Fuklaw  [author] 6 Oct, 2019 @ 9:09pm 
Update Part 1:

Content:
Added additional shield types.
10% block shields to simulate dodge and weapon/magic block mechanisms for mages, divinely protected characters, legendary mounts, and especially agile fighters.
45% block variants for certain infantry regiments (dorfs, norscans, lizards, empire only as of now), elite cavalry, and generic lords/heroes
50% metal shield for grail guardians/knights, as well as some lords
70% metal shield for three LL's (Siggy, Wulfrik, Archaon)
Commisar Jon Fuklaw  [author] 6 Oct, 2019 @ 2:42am 
Update:

Minor HP and melee skill balance changes, noticed from working on updating submod to new standards.
Commisar Jon Fuklaw  [author] 5 Oct, 2019 @ 9:37pm 
I do what I do and I doesn't scared of nobody.
SausageSnacks 5 Oct, 2019 @ 9:35pm 
Thanks for the response, also, thanks for your work
Commisar Jon Fuklaw  [author] 5 Oct, 2019 @ 9:29pm 
Update:

Bugfix:

Krimson Killerz regiment no longer has 40k HP. This was unintended.
Commisar Jon Fuklaw  [author] 5 Oct, 2019 @ 9:25pm 
Depends on what's in play. Fights with large disparities in troop quality will be over quicker. More even fights and fights between elite troops will drag on longer.
SausageSnacks 5 Oct, 2019 @ 9:21pm 
How will this impact battles? Will they be faster or slower overall?
Commisar Jon Fuklaw  [author] 5 Oct, 2019 @ 1:13pm 
Update Part 2:

Phase 2 charge bonuses partially implemented. Giant-class monsters 25-50% charge bonus increase.
All giants' (of the orc/chaos variety) melee attack increased from 65 to 80.
Flying unit charge bonus changes partially implemented. (20% complete, further data needed).
Commisar Jon Fuklaw  [author] 5 Oct, 2019 @ 1:08pm 
Update:

Balance:
Phase 2 morale changes implemented. Monstrous infantry morale values increased to 50 for undead, 60 for living monstrous infantry. Rat Ogre morale set to 55 as the exception to the rule.
All monstrous infantry received 5-15% base missile resist. Ushabti received 10% physical resist due to their much lower HP and stony nature.
Fatigue rules further tweaked All fatigue states should occur slightly later, with the exception of exhausted, which still occurs at 27000. Ladder climbing penalty reduced 25%.
Morale rules changes implemented. Penalties for Lords fleeing or dying increased. Morale loss from unit casualties smoothed out in early and middle casualty stages. Army losses threshold reduced, army losses penalty reduced to 100. Intended effect is increased occurrence of "rearguard action" when fights are being lost.