Total War: WARHAMMER II

Total War: WARHAMMER II

Satisfactory battles lite
34 Comments
steelwork  [author] 16 Jul, 2021 @ 5:44am 
updated :)
davey 14 Jul, 2021 @ 5:24pm 
Newest update as of today made the mod not work. I tested it multiple times
steelwork  [author] 19 Jun, 2021 @ 8:40am 
wierd... this mod only change a few unit stats. nothing else. it should not bug out the waagh
SpaceAce 18 Jun, 2021 @ 11:54pm 
It seems this breaks the Battle Waaagh mechanics? Making them not build any in battles with the mod enabled.
♂Yamyam Enjoyer♂ 19 Mar, 2021 @ 9:11pm 
Thanks for always updating this, it's basically a must for me.
steelwork  [author] 19 Mar, 2021 @ 8:51am 
mod updated!
got rid of melee AOE max target increase from previous version.

you ll get a closer "vanillaish" experience now.
steelwork  [author] 7 Dec, 2020 @ 7:08am 
mod updated !
nothing much have changed except that the 15% cd reduction on ranged units do not affect grenade type anymore.
steelwork  [author] 4 Dec, 2020 @ 2:16pm 
don't worry, i will update the mod soon.
Frodo Fraggins 4 Dec, 2020 @ 11:58am 
Sadly this does not work currently :((. Looking forward to an update
♂Yamyam Enjoyer♂ 20 Aug, 2020 @ 9:48am 
Thanks for the answer.
steelwork  [author] 20 Aug, 2020 @ 5:24am 
only affect vanilla.
♂Yamyam Enjoyer♂ 19 Aug, 2020 @ 10:06pm 
I'm not a modder nor do I have the knowledge of how mods work so does this affect mod units or does this only work with vanilla units?
steelwork  [author] 25 Jun, 2020 @ 1:27pm 
maybe ^^. what i would like is the ability to deal damage to each entity without damage reduction per entity hit. so each swordmen hit would take the 450 damage. but i don't know how to do that.
Mede 20 Jun, 2020 @ 12:41pm 
if a minotaur hits 5 swordsmen judging by the animation and 20 of them stagger, it goes into the same route of CA's decision to make monsters' animation not be consistent with how weak their attacks actually are. Yet, when a hierotitan attacks its attack seems to hit alot of troops, by the 30s or such, so I still see the decision of enlarging the number of minimum entities as in the right direction.

Just the fact that monsters do the same damage as generic empire guy number 42 is ridiculous. A swing from a dragon ogre shaggoth should do at least 5 times the damage of karl franz with his hammer. If the game didn't pretend to accommodate physics the way it does now, I think we would have been right to leave these matters alone like we do in regular RTS games. But I cannot overlook these things whilst I play the game.

Short version: perhaps increasing the damage of monsters (or any hard-hitter judging by intuition and their animations) by double or triple is what the game sorely lacks.
Mede 20 Jun, 2020 @ 12:41pm 
Their tankiness is made worthless by this fact because if they don't do anything in the meanwhile, they may as well not survive or be recruited in the first place. If they deal at least the double damage they do, that way it's more intuitive too, since if they were engaged with a single target, the single target would be devastated if it got hit by a monster (having a melee attack hit chance mechanic in this game already establishes the implication that monsters can miss attacks but when they do hit, the full brunt of their attack is felt by their target). Adding to that, if a group of infantry are hit by a monster, you may justify the damage divide across the splash by the fact that the brunt of its attack is lessened the more targets are hit, because the force of the impact is divided.
Perhaps the 1000 minimum targets still hurts the monster's damage though, and interferes with how its animation is presented to us.
Mede 20 Jun, 2020 @ 12:40pm 
I appreciate the reply.
To add to what you conclude, I think if hypothetically a hierotitan lost to 3 empire swordsmen units and if tested in with this mod to see how it fairs, it would still lose or do as bad as he did in vanilla. This is because the dread saurian has much more agile animations, squirming this way and that so that the swordsmen have to catch up with it half the time. The fact that the dread saurian has no attack delay would only increase such agile (albeit unintentional) maneuvers.
I would say the straightforward solution is to double or triple the damage of monsters. I know it may seem like much but after all this time I have been playing this game with so many mods I have concluded that monsters simply deal too little damage.
steelwork  [author] 20 Jun, 2020 @ 10:02am 
everyunit should now be able to hit and damage up to a very large number of units (1000 minimum) in one splash attack if the attacking unit has a splash attack capability.
(same for collision attack.(attacks done by a big entity moving around.))

i know that in the base game melee splash damage is divided by the number of unit hit.
the stats i changed is called "splash_attack_max_attacks".
i tested a dread saurian vs 5 empire swordmen and it would now win the engagement whereas in vanilla it would lose. so it the long run i think it benefit splash attacks but it may require more testing.
but the dread suarian wouldn't kill many swordmen in one attack. tho it would still kill way more units than in vanilla in the same given time.
so i guess the damage do divide more but i am not sure how it works exactly.

at first i wanted to make so each units hit would recieve the full strenght of the attack but i guess this is not possible as it is hard coded.
Mede 19 Jun, 2020 @ 2:47pm 
hello, thanks for the mod.
What does this do to splash attacks exactly? does it only affect charges or do monsters in melee hit more max targets? like does a giant attack more units with each attack in this mod ( and does its damage divide more?)
steelwork  [author] 6 Jun, 2020 @ 9:33am 
updated! :)
steelwork  [author] 5 Jun, 2020 @ 1:10pm 
the mod is not up to date. maybe thats the case.

tho it only change some stats so it should run even with the unmodified new greenskins and HE
units..
lodagin 5 Jun, 2020 @ 1:06pm 
Both this and the normal version crash my game on start, any idea why? all the mods i have do not affact unit stats nor add new units into the game.
steelwork  [author] 20 Feb, 2020 @ 7:03am 
i don't see myself doing a satisfactory battle change to all expand roster mod and keeping up to date.. too much work. it would be like creating one addon for each individual mod that exist...
i just realised that most big overhaul mods have also tons of addons..
i will see for what i will do an addon for but definitively not most unit mods.
玄霄 19 Feb, 2020 @ 11:21pm 
i just mean some famous mod_added unit.
such as:expand roster series,ror mod,teb south realm,and so on.
you can update slowly...
thanks for your nice work:steammocking::steamhappy:
steelwork  [author] 19 Feb, 2020 @ 7:02pm 
i cant do an addon for every mod that exist.
give me a list. also keep in mind that i wont do this for every mod. so choose the mods you prefer.
i dont promise anything but if i do make addons for other mods i ll do your list first (and probably SFO).

but first i need to find the perfect balance for range units.
玄霄 19 Feb, 2020 @ 3:55pm 
thanks for the update
but we want this mod do some effct on other new unit mod
such as expand roster and other unit expand mod
sfo patch is unimportant
steelwork  [author] 18 Feb, 2020 @ 6:54am 
i may do this mod as an addon for grimhammer II (SFO).. (i don't have radious mod).

but before that, should i keep the -15% attack CD for range units? or put it at 10%? for all units that arn't artillery or do i keep the ones listed above out of the buff?
玄霄 15 Feb, 2020 @ 3:47pm 
just unit mod.....such as expand roster and ror mod.... let their new units have your effect
steelwork  [author] 15 Feb, 2020 @ 9:21am 
well a SFO or radious addon using my changes isn't impossible to do i guess.
玄霄 15 Feb, 2020 @ 9:11am 
so I think you can expand your gtet work to other major unit expand mod...no melee idle game will be popular in players.only vanllia version isnt enough...my eng is poor
Kangaroo Salesman 15 Feb, 2020 @ 8:51am 
Yeah that's what i figured too.
steelwork  [author] 15 Feb, 2020 @ 8:48am 
the mod changes unit stats that are already in the game. new units from other mods wont have my modifications.
玄霄 15 Feb, 2020 @ 8:20am 
nice !any chance compatible with ctt?or other major unit mod? its very important.
steelwork  [author] 15 Feb, 2020 @ 7:45am 
this may not work with mods that change units stats. so it may not be compatible with radious and SFO. this mod is in contradiction with SFO anyway as it aim to make battles and figths last longer while this mod speed up battles and fights.
Kangaroo Salesman 15 Feb, 2020 @ 7:42am 
Does it work with overhauls (Radious or SFO) or only vanilla?