Total War: WARHAMMER II

Total War: WARHAMMER II

Real Pikemen for Cataph's Southern Realms
124 Comments
Noone 6 May, 2023 @ 10:19am 
Any chances of bringing this great mod to WH3?
ChaosRobie  [author] 17 Feb, 2023 @ 6:01pm 
I believe someone is working on that, wouldn't want to steal their thunder. :B1:
TheGrandSirPiggy 17 Feb, 2023 @ 3:06pm 
Please bring this wonderful mod over to WH3, Robie!
Jarl Huser 29 Nov, 2022 @ 4:31pm 
I tried it and i really wanted it to work but the jank is too strong with the movements and pathing lol, a good effort though.
Noone 17 Nov, 2022 @ 2:33am 
Any chance of porting this mod for WH3?
ChaosRobie  [author] 12 Feb, 2022 @ 3:55pm 
@Karner15
Yeah, it definitely does.

@Acelga Letal
The passive isn't meant to buff the unit, as it definitely doesn't need it. I think the extra scalar_bracing prevents the units from being pushed too much out of formation.
JohnnyCJK 12 Feb, 2022 @ 6:55am 
Does this make this units overpowered ?
Acelga Letal 5 Feb, 2022 @ 4:58am 
Its nice, i dont care that "bug" with pathfinding but Phalanx Formation Passive are useless, at least in SFO, because they have Expert Charge defense, so they didnt need +200% charge defense.
Animations are really nice, so maybe you could change that +200% charche defend with maybe melee defense bonus, more melee attack or icrease unit mass bonus.
razvedchiki 5 Dec, 2021 @ 1:08pm 
a k thanks.
ChaosRobie  [author] 5 Dec, 2021 @ 11:05am 
@razvedchiki
It is, but there's only a single distance for in-formation and out--of-formation.
razvedchiki 5 Dec, 2021 @ 1:33am 
hey, is it possible for the units to stand closer?
Spada 17 Nov, 2021 @ 11:08pm 
My suggestions are: Give all Pikemen the passive Push of Pikes passive ability back, and when in Phalanx Formation, give them a Unit Mass bonus (around +400% seems to work fine by my experience with Kingdoms 1212 on Attila). If you realistically want to limit their out-of-phalanx effectiveness, you can also make Push of Pikes toggle only when in formation, thus giving even more practical reason to use it and mitigate it's drawbacks (way weaker flanks, because all units are locked forward).
Spada 17 Nov, 2021 @ 11:08pm 
The benefit of the phalanx formation would in theory be the +200% charge resistance, but I think (I might be wrong) this is redundant because Cataph's pikes (at least in SFO) already have Charge Defense Against All and Expert Charge Defense applied to their front. They end up way less effective than vanilla, because although the animations are really nice and allow them to gang up on enemies when the Phalanx Formation is turned off, they lose the huge benefit they get from Push of Pikes (+10% MA when above 50%), what ultimately made them a better option over ordinary spearmen.
Spada 17 Nov, 2021 @ 11:08pm 
@ChaosRobie first of all I need to thank you for your work mate.

Now to pass on some feedback, it seems that the phalanx formation itself and the removal of the passive Push of Pikes is severely crippling the pike's combat abilities. While on formation, they rarely even get any kills (when any kill at all); only the front row strikes, what makes sense animation-wise with pikemen from previous games (Rome 2, Attila) but has it's effectiveness crippled due to the shorter weapon length of pikemen in Cataph's mod and game in general, allowing only the front rank and at best the second rank to reach up to enemies with their pointy nasty sticks, instead of 3+ that longer pike lenght and overlap allow. They also lack enough mass to keep the pike block even when charged by infantry.
ChaosRobie  [author] 5 Oct, 2021 @ 12:35am 
@Infectedwaffle
You might try fiddling with the load order.
Infectedwaffle 3 Oct, 2021 @ 4:58pm 
@ChaosRobie Thats a bit odd bc on my end its still broken. The weird thing is that I've seen the AI use the pikemen formation once or twice but I simply cant. I'll double check my mods and see where the issue might be
ChaosRobie  [author] 3 Oct, 2021 @ 2:07pm 
@Infextedwaffle
Yes, Guns of the Empire compatibility was fixed.
Unit Formations, that should be good too. The formation-enable ability they add might overwrite the one added in this mod, but the units themselves should still use the new pike animations, which is what this is all about. :squirtyay:
Infectedwaffle 3 Oct, 2021 @ 2:07am 
@ChaosRobie I've been looking around for a bit and am wondering if there's been an update about the compatibility issue between Guns of the Empire and this mod. Also is this mod ok with the Unit Formations mod?
挑戦歌 22 Sep, 2021 @ 2:00pm 
Hi, love your work, the formation is cool, but it makes the pike weak, can you make the formation give buff to MA and MD?plz :steamthumbsup:
ChaosRobie  [author] 13 Sep, 2021 @ 3:52pm 
Okay, it's Guns of the Empire. I'll tell snek.
ChaosRobie  [author] 13 Sep, 2021 @ 3:47pm 
@Ghostintheshell
Why would you have that Unit Formation-compatibility mod enabled without the actual Unit Formation mod?
I've also checked compatibility with the Unit Formations, there's no problem.
Ghostintheshell 13 Sep, 2021 @ 3:28pm 
@ChaosRobie
I had same issue, when I was clicking on phalanx ability icon it wasn't getting active. In my case it was issue with compatibility with following mods: Snek's Empire Asset Pack, Guns of the Empire - Asset Edited Edition, Guns Of the Empire Unit Formations Compatibility.
ChaosRobie  [author] 8 Sep, 2021 @ 6:19am 
@thisguyisprettycooligeuss
I just tested this combo: This mod/Southern Realms/SFO/SFO Compatibility/Reloading, and it works perfectly. I combed through the rest, guns of the empire, kraka drak, there's nothing weird in those that would affect the pike formation.

You are using the SFO/Southern Realms compatibility submod, right?
Are you certain you haven't turned off Steam updates or something like that?
Are you certain the pike formation isn't working? Like, it's an ability you activate to enable/disable, on the left side. It doesn't activate automatically.
thisguyisprettycooligeuss 7 Sep, 2021 @ 9:15pm 
@ChaosRobie so far the problem only occurs in custom battles. I've yet to try to see if it carries over into campaign as well. Other mods that I play with are SFO grimhammer II, mixu's unlocker, mixu's legendary lords collection, the ovn lost factions collection, lore names mod, reloading mod, guns of the empire, cataph's kraka drak, snek's empire asset pack, and the mod configuration tool. The mod manager i use is just the total war launcher.
ChaosRobie  [author] 6 Sep, 2021 @ 10:14am 
@thisguyisprettycooligeuss
Throw me a bone here, what other mods are you using? Which mod manager are you using? Does this happen in custom battles?
thisguyisprettycooligeuss 6 Sep, 2021 @ 7:33am 
@ChaosRobie
I don't play with the CTT mod. I thought the problem was only with Estalia but then I tried the other Southern Realm factions and it turns out the problem also affects the rest. Also, thank you for helping work this out with us, its much appreciated :)
ChaosRobie  [author] 6 Sep, 2021 @ 4:14am 
@The_TrollTomato
@thisguyisprettycooligeuss
I'm gonna guess you guys are using CTT. I think I found something missing related to that.
thisguyisprettycooligeuss 5 Sep, 2021 @ 5:23pm 
Yeah the formation ability isn't working. And yes, the mod is above the southern realms mod in the mod manager and it still isn't working
ChaosRobie  [author] 2 Sep, 2021 @ 11:50pm 
@The_TrollTomato
"Place this mod above Southern Realms in your Mod Manager!"
The_TrollTomato 2 Sep, 2021 @ 9:59am 
For some reason the formation ability isn't in my regular pikeman (playing as Estalia). Is this a bug or what? Help would be appreciated :))
ChaosRobie  [author] 17 Aug, 2021 @ 11:26am 
@ALVEN1337
It's in the description: "Place this mod above Southern Realms in your Mod Manager!"
ALVEN1337 17 Aug, 2021 @ 8:42am 
Doesnt seem to work anymore.
same issue as nom0113 had. Only front line troops try attack and not using swords when phalanx is off.

Davius 31 Jul, 2021 @ 1:44am 
Estalian Pikemen don't get the formation??
nom0113 21 Jul, 2021 @ 3:42pm 
thanks You for Your Service:steamthumbsup:
ChaosRobie  [author] 21 Jul, 2021 @ 3:58am 
@nom0113
Fixed
nom0113 21 Jul, 2021 @ 1:05am 
phalanx motions is not working only front line troops try attack.

and no longer using sword when off formation T-T
Draco100000 25 Jun, 2021 @ 7:05am 
Had a short campaing with El Cadavo and Im loving the way that the pikes work now. They feel much more polished and reminds me of how this formation used to work in Attila. Thank you for your continuous support of your mods, even relatively small mods like this one that add such a cool flavour to the game. As for balance this is clearly a buff to pikes, which I find appropiate so they can stand out over regular spearmen. RoR version of Republican guard that uses pikes is now a true beast in the battlefield. Frogs and lizerds getting adequately rekt now haha.
ChaosRobie  [author] 19 Jun, 2021 @ 4:50pm 
@CarlosMagno
Sounds like a peskybees problem, no?
CarlosMagno 19 Jun, 2021 @ 4:30pm 
The new version gives issues with Realism Series - Real Pikemen by Peskybees
that allows Pikes with sword in close combat :/
https://cdn.discordapp.com/attachments/811376716094242816/855950642119835699/Warhammer2_2021-06-20_01-21-21.png
crisord 18 Jun, 2021 @ 6:13pm 
Should phalanx animation work?
ChaosRobie  [author] 18 Jun, 2021 @ 1:09pm 
I've updated, and along with the latest update to TEB, this should be much more compatible with other TEB submods.
But you gotta make sure you put this mod above TEB in the Mod Manager.
ChaosRobie  [author] 11 Jun, 2021 @ 4:11pm 
It should be fixed now.
CarlosMagno 10 Jun, 2021 @ 4:52pm 
@ChaosRobie
The Phalanx formation no longer suport sword fight in the front line?
crisord 10 Jun, 2021 @ 2:29am 
oh grazie
ChaosRobie  [author] 10 Jun, 2021 @ 1:24am 
@CarlosMagno
@Crisord
Fixed in latest update.
crisord 6 Jun, 2021 @ 5:57am 
Yes,new helmets from tilea transform in empty ..
CarlosMagno 5 Jun, 2021 @ 7:25pm 
@ChaosRobie

I tested the new version of Catapths and you mod cause that the new helmets from tilea transform in empty faces.
For my Catapths TEB dont have any sense without Real Pikemen. I hope the problem will be fixed soon.
Schweik 29 May, 2021 @ 1:07pm 
@ChaosRobie
I have done a bit more testing (pikemen 26 base damage and 0 AP damage vs chosen with 200 armour) by adding to phalanx formation effects multiplying by zero both base and AP damage. Each successful hit by pikemen dealt exactly a single point of damage (same result vs . After setting base damage to 100 % chosen were qiuckly killed. Setting base damage to 25 % slowed death of the chosen abit, but ultimate outcome was the same. To conclude this I may presume that engine converts base damage of units in phalanx formation into AP damage that cannot be further affected by unit abilities.

It seems that balancing of pikemen in phalanx would require significant decrease to their base damage, otherwise they defeat any other melee infantry unit.
Schweik 28 May, 2021 @ 12:00pm 
@ChaosRobie
Previously I have tested Reiksguard with 200 points of armour against Empire spearmen possessing 0 AP damage, 26 base damage, and no bonus vs. large and fighting not in formation without attacking flanks and rear. Spearen dealt zero damage to Reiksguard, until the latter became tired, hence their armour lowered. So armour most likely works just as described in the wiki, blocking a random percentage of damage between half and full value of armour.
ChaosRobie  [author] 25 May, 2021 @ 2:49pm 
@Schweik
That's pretty interesting. Did you consider that armour works non-linearly? Might explain how some hits were getting through 350 armour.
Taking two hits for each to die is, yeah, clearly some type of hardcoded thing.