Total War: WARHAMMER II

Total War: WARHAMMER II

Glorious Charges: Way More Mass for Cavalry & Chariots
56 Comments
dptowne1 18 Aug, 2021 @ 3:34am 
This makes me create happy water pellets from my eyes. 10/10
Macallan 17 Aug, 2021 @ 5:22am 
ahh I see. The first letter of the name is what matters right? I can put something like 4unitmodblabla. Ty again :) I'll work on it tonight.
piercebuster  [author] 17 Aug, 2021 @ 5:18am 
Don't delete anything from the unit mod.
You make a new mod. Name it something alphanumerically higher than the mod you're editing.
Copy the line from the custom unit mod to your new mod.
Change the stats using my mod as a reference.
Macallan 17 Aug, 2021 @ 5:14am 
ty for the repply!! Do u mean copying the whole line in ur mod and adding the modded unit? And ofcorse deleting the battle entities line on the unit file. Or copying/adding the line from ur mod to the unit file?
piercebuster  [author] 17 Aug, 2021 @ 5:07am 
@123 You're on the right track.
Though to add units, I'd save time by copying the the whole line and just editing the mass and acceleration.
Macallan 17 Aug, 2021 @ 4:41am 
@piercebuster. Sup. I have a question. I'm editing some modded units to make compatible but oddly enough there is some checkboxes in ur mod that the units don't have on their battle entitties table. I'm noob on rpfm so the question is the most important stuff is the mass itself right? and ofcorse the speed, aceleration/desa etc. I'm using as a base the bloodknight/grail knights settings of ur mod.

Ah and it will work if I add to ur mod the modded units entities? Like I add a roll, put the id/name of the modded unit and fill the table or its easier to edit the file of each unit separately?

Tyvm for the help hehe
Macallan 15 Aug, 2021 @ 3:32am 
what I did was using the rpfm and copy/pasting ur setings on my unit pack mods etc. Its not perfect cause I'm not fine tuning it but works lol. Ur mod is perfect. It fixes cav for me making it very viable and sometimes a bit op what is fine afterall irl cav was op hehe
piercebuster  [author] 13 Aug, 2021 @ 10:09pm 
@Karma

No. This is done on a unit-by-unit basis on the cavalry's side. You can use custom units but they won't have more mass from this mod.

I have another mod that approaches the issue by changing the knockdown rules on the recipient's side in the works, which will be more compatible with unit pack mods.
KARMERICAN 13 Aug, 2021 @ 5:35pm 
So glad i found this, question for you, i use a lot of unit pack mods, will this encompass them as well?
piercebuster  [author] 5 Aug, 2021 @ 1:04pm 
@Pig I think you might be using another mod to get that result. Units don't go anywhere near flying to the other side of the map with this mod - even if you're exaggerating.

Like my description says: cavalry now look like they charge in the movies, not Ragdoll Simulator 4000.

I do agree though that balance was not why I made this mod. :)
Macallan 5 Aug, 2021 @ 12:52pm 
I don't find that overpower if u use 200% unit size mod. Ok on foot lords/heros it is so I'm using a mod so they can't be knocked down. But overall it made cav far better and u can cycle charge easily. Problem is the AI cav is dangerous now and it have a perfect micro... so u need to bring extra charge defense units to counter/defend ur formation.

Ps. Units with charge defense atribute can still hold the line but regular swords for exemple are completely overuned and that's fine for me.
Pig 5 Aug, 2021 @ 12:02pm 
Super overpowered, but also its hilarious to bounce their lord around from one side of the map to the other with a single charge, it feels like I tied him to a rope and I'm just dragging him along.
piercebuster  [author] 21 Jul, 2021 @ 9:24am 
Mod is now updated for latest DLC.

I also shrunk the size of several chariot "articulation points" (the point that the chariot bends). In the game's coding the articulation point is its own entity with its own mass and collision hitbox and equations. Previously this mod updated the mass value of the articulation point but not its hitbox size. Turns out that many hitboxes for this point were even wider than the chariot itself. The result after this change is less collisions when in a blob of enemies, and therefore less getting mired down in the "tarpit".
lucastuliolima 1 Jul, 2021 @ 4:27am 
No problem :) also hope to see this mod on WH3 as well :steamthis:
aeON 20 Jun, 2021 @ 12:45am 
:steamhappy:
piercebuster  [author] 19 Jun, 2021 @ 8:19pm 
Definitely. :D
aeON 18 Jun, 2021 @ 1:10pm 
Will we see you modding in WH3 too? :)
piercebuster  [author] 18 Jun, 2021 @ 10:07am 
@Lucastuliolima Thanks for the question. Just for you I checked both entries and discovered that the Demigryph knights were missing. (They're labeled as Monsters instead of Cavalry in the programming.) I've updated them now. Great Stag Knights were already part of it.

This mod also increases the mass & acceleration for the functional pre-cavalry warhound/wolfrat units (Norscan, Skaven, Chaos).
lucastuliolima 18 Jun, 2021 @ 4:09am 
Does it affect the likes of Great Stag knights and Demigryph knights?
piercebuster  [author] 2 Apr, 2021 @ 3:06am 
@niardra This mod was unaffected by the Rakarth update. It doesn't edit the mass of monsters, and knockback wasn't updated. If you're referring to the knockback update from December in T&T, then yeah, I guess this mod was part of correcting for their overdone "fix". But as I say in the description, this isn't purposed for balance. It's simply a matter of preference mod.
niardra 1 Apr, 2021 @ 7:52pm 
Does this mod take into account changes from the most recent page that decreases mass and knockback by cav and monsters?
GIGroundNPound 11 Mar, 2021 @ 1:17pm 
@piercebuster & cuntosaurus, so lads I did an experiment and I have to say that I am quite happy with it overall. I took all of the Knock Back Interruption stats that you mentioned pierce and halved all of the "man" entities that were NOT lords or heroes. At first I was thinking that this was going to be a bit much, but I have to say it is BRILLIANT. Shock cav, monsters, and chariots feel where they should be and units that are specialized for charge defense still perform well with their "charge defense against all" ability. Just thought I should keep ya'll posted.
Wyny 10 Mar, 2021 @ 11:58pm 
It is compatible with custom unit ?
♥♥♥♥♥♥♥♥♥♥♥ 5 Mar, 2021 @ 10:25am 
@GIGroundNPound @piercebuster

Thanks for chiming in, both of you. Pierce in particular - I used to be super into the competitive Dota 2 scene and was 99th percentile elo for a time, so I can really relate to where you're coming from with your perspective on balancing. Thanks to both of you for helping me to come to a decision on this question I asked.

What I'll do is I'll start a new Alberic campaign (mah boi) and try for a while the glorious charges version (cav and chariots) as soon as I get back home from Egypt and can play the game. If it feels too imba, I'll probably revert to the chariot only version and restart. But hopefully it won't, and thanks to the two of you I'm willing to give it a try. Cheers and God bless lads.
GIGroundNPound 4 Mar, 2021 @ 2:03pm 
Lol, no sure what I said, but I can see my comment. I didn't curse or anything just used ****osaurus's name.
piercebuster  [author] 4 Mar, 2021 @ 11:14am 
@cuntosaurus
There's an old game design mantra, "Make the best way to play also the most fun way to play."
This usually goes hand-in-hand with balance; because if everything's balanced, then everything's viable, and then people can play what they personally find the most fun. (I have extensive experience in balancing games, and used to be a competitive Starcraft player.)
But ultimately, in a noncompetitive game, balance should take a backseat to what you the user would prefer as your ideal play experience. It sounds to me like you'd enjoy your games more with this mod - so this mod was made for people like you. The mod itself isn't over-the-top. It's not Ragdoll Simulator 4000 - it's Glorious Charges. It's even included in Lily's famous Bretonnian Mod Collection! :)
Personally, I use More Mass for Chariots. I think you want this one.

@GIGroundNPound
Steam's filter doesn't seem to like your latest comment, so you might need to repost it.
GIGroundNPound 4 Mar, 2021 @ 10:19am 
@cuntosaurus (lol on the name), I honestly recommend you use piercebuster's mod that alters ALL units. I decided to use his changes as a template for making a slightly toned down version just for my personal use, but I really like the changes he made as it makes cavalry more viable and get less tarpitted by infantry.
♥♥♥♥♥♥♥♥♥♥♥ 3 Mar, 2021 @ 1:14am 
@piercebuster Thanks for your great mods. In your opinion, with the recent changes to mass for all units (particularly those which leaves infantry much more able to tarpit large units) would you recommend that I use this mod or just stick to your chariots mod for better cavalry gameplay?

I ask this because I play a lot of cavalry heavy factions (Bretonnia, Empire, and even Vampires) and when I play with these factions I like to use cavalry a lot. However, after the recent mass changes I've noticed that cycle charging seems no longer viable, I make one cycle charge with Knights of the Realm and I lose maybe 10-15 men, that brings my 60 man unit down to 75% strength (45/60) in one cycle charge. It's really frustrating and prevents me from achieving my desired style of gameplay.

Do you think your mod here will solve my problem or is it too imbalanced?
piercebuster  [author] 21 Feb, 2021 @ 2:19pm 
@GIGroundNPound @waddysjunk You're both free to make another mod that edits mass of other units and publish it on the workshop. I don't consider it a proprietary idea. Editing mass is a great beginner mod. It'd be in poor taste if you made one that edited chariots/cavalry and didn't credit me for inspiration after seeing this. It'd be in even poorer taste if you just copied a mod entirely (or only made tiny changes) and then put it up pretending it was your own like a certain someone did.

But I definitely don't feel like I have rights to all changes to the Mass stat. That'd be absurd.
If you guys want to make your own mod, fire away. If it's changes to the same units because you like it a certain way or whatever - go for it. Just say what's different about it and credit this mod, that's modding etiquette and helps build an environment of collaboration.

And if you'd like help getting started, just let me know. :)
GIGroundNPound 14 Feb, 2021 @ 2:40pm 
@waddysjunk, honestly man if you are just going to use it for yourself and NOT publish, you can just look at the battle_entities table and under the "mass" column you can decrease it to whatever you like. If you have more questions feel free to PM me and I can walk you through it. Cheers!
waddysjunk 13 Feb, 2021 @ 6:55am 
can you do a version like this mod that just slightly increases calvery and monster mass
LOn3 20 Jan, 2021 @ 8:27am 
That LOR scene is literally when your playing the empire and holding the lines and then bretonnia comes out of no where to help you
blasphemous gorb 19 Jan, 2021 @ 2:52pm 
Just tried it out with a minor charge bonus mod, and this actually makes cav feel like cav. Just going to have to limit how much I use or else the game's going to be a complete joke in terms of difficulty.
piercebuster  [author] 19 Jan, 2021 @ 2:15pm 
@u whot

I made one for chariots. But haven't made one for both chariots and cavalry.

If you haven't tried it yet, I attempted to get the numbers right with this mod so that collisions look like the Ride of the Rohirrim, not Ragdoll Simulator 4000.
blasphemous gorb 19 Jan, 2021 @ 12:59pm 
Is there a version that increases the mass but not by such a large amount?
prymodium 18 Jan, 2021 @ 3:45am 
@piercebuster ah, okay. thx a lot!
piercebuster  [author] 17 Jan, 2021 @ 10:43am 
@zaka No, these changes the mass of units for all players - both human and AI.
piercebuster  [author] 17 Jan, 2021 @ 10:42am 
@prymodium It will change more than just mass for SFO. Probably things like speed and others. I don't know how big or small the changes are. Simply give it a try and decide if you like it. It can be removed safely at any time.
prymodium 17 Jan, 2021 @ 9:51am 
Hello, thank you for your mod. I have one question about that mod. Is the mod compatible with SFO?
௵Pailerr The DCS 8 Jan, 2021 @ 4:36pm 
are you able to make the soldiers to fight more chaotic and without restraint, not caring much about holding the line and formations? Or something like more spamming animations that would probably cause them to "mixed" as literally everyone 1v1 in everywhere as the hollywood war movies?
Dalpine 8 Jan, 2021 @ 8:03am 
if you start bretonia, you must subscribes this mode
Zaka 7 Jan, 2021 @ 4:51am 
player only mod?
Centurio 2 Jan, 2021 @ 1:31am 
Hi piercebuster! I see you understand modo well enough. Please make a mode specifically for zombies. Larger numbers should give them some specialty, possibly a lifesteal or some strong HP regeneration. Can you do a mod like that?
piercebuster  [author] 31 Dec, 2020 @ 5:26pm 
@GNUzilla Sure. I'm bewildered why you'd want that, but it's not much work. I'll have it posted in a couple days.
GNUzilla 31 Dec, 2020 @ 11:18am 
Is there a way to isolate the extra mass to ONLY apply for cav?
piercebuster  [author] 30 Dec, 2020 @ 10:32pm 
@G0DLIKE_

Thanks for the serious feedback. That's really rare so I wanted to say that first. And I'm glad you enjoy it! :)

Honestly, I didn't make this mod to balance cavalry. I just made it for fun. I don't normally even play with it - I generally think cavalry are fairly OK where they are, but chariots seem underpowered so my other More Mass mod attempts to help that.

What you propose is an interesting idea. I think what you're referring to is "Charge Defense Against Large Foes"? I could give those more mass, too, but then larger monsters wouldn't be able to impact them well, either. The game's mass system isn't scientific.
G0DLIKE_ 30 Dec, 2020 @ 9:33pm 
#2 The mod is cool and adds fun and gives life to the cavalry. But at the same time, there is no need to belittle the distinctive features of the same spearmen and halberdiers. They must counter cavalry, no matter how deadly it may be. Pay attention to this. Polish up the mod, it's not bad. Thanks for the mod!
G0DLIKE_ 30 Dec, 2020 @ 9:33pm 
#1 I think this mod is very cool. The cavalry must be stunning in the truest sense of the word. But in such a meta, archers generally become irrelevant. But one can still agree with this if we correct the heavy detachments of spearmen and halberdists, since the cavalry has always been the scourge of archers. I would suggest that you improve the mod and make it more interesting for every player. To do this, you need any units with the talent "Excellent protection against onslaught" - here, as a rule, spearmen and halberdiers, give vanilla protection against onslaught, because it is extremely doubtful that a detachment of spearmen, chained from head to foot in heavy armor, with bristling pikes meets a cavalry charge - would fly like the same archers.
G0DLIKE_ 30 Dec, 2020 @ 8:28am 
Great mod!
GIGroundNPound 29 Dec, 2020 @ 3:26pm 
Came for the charge, stayed for the world's ending! 10/10 would ride again!