Total War: WARHAMMER II

Total War: WARHAMMER II

Logichammer: Rules, A Lightweight Battle Tweaker
79 Comments
scehr  [author] 8 Aug, 2022 @ 1:15am 
You're welcome! I'm glad it worked out for you! :praisesun:
Minaplo 4 Aug, 2022 @ 10:54pm 
Thanks for your response!

In truth since I posted the comment I've gone on to see your logic for myself and have decided yeah, that all checks out; I'm rolling with it now. Thanks again!
scehr  [author] 3 Aug, 2022 @ 11:19am 
Hey! Really glad you're enjoying the mod.

I intentionally designed it so base units become slightly stronger than RoRs, but they usually end up losing to the unique feature of the RoR, which, to me, makes sense.

A mod which allows RoRs to level up (presuming they have the same/slightly better base stats) would make the RoRs stronger than the base units entirely. :steamthumbsup:
Minaplo 2 Aug, 2022 @ 9:50pm 
Hey mate, love the mod, it really feels great to use and has scratched an itch I've had for ages.

Quick question: I love the veterancy changes, but it it looks like Regiments of Renown or other such types (such as Imrik's dragons) don't have stats based off the changes, meaning they end up, statwise at least, a little weaker than their mainline comparisons. Do you know if mods that allow RoR to level up normally fix this or if there's other work arounds?

Cheers!
scehr  [author] 20 Jul, 2022 @ 2:43am 
It may be the case that individual cavalry entities are interacting solely with their target infantry entity. So, although the entire unit may not be turned around, if there are bracing infantry already facing the cavalry, it will still have that affect.

I believe the system is dated, usable but not optimal.
NotoriousNix 20 Jul, 2022 @ 12:00am 
I swear sometimes the charge changes regarding negating the impact have issues, sometimes i'll side charge and the unit im moving into won't turn all the way to face me but still negate the charge, making my units walk in.
scehr  [author] 19 Jul, 2022 @ 3:11am 
Hey, dude! I'm super glad it feels better! Enjoy! :praisesun:
Godzhand007 17 Jul, 2022 @ 10:00pm 
it feels really good now man, thx!
scehr  [author] 17 Jul, 2022 @ 1:06pm 
Should be! :steamthumbsup:
Eisen 17 Jul, 2022 @ 12:18pm 
Is this compatible with teb or kislev?
scehr  [author] 17 Jul, 2022 @ 2:38am 
I've tested most cultures. Wood Elves might see slightly less potency against high-armoured units, but they remain a serious threat with their skirmishing capabilities. :steamthumbsup:
NotoriousNix 17 Jul, 2022 @ 1:36am 
This looks really interesting. Which factions did you test it with. I'm sort of wondering how lower armor factions like wood elves or skaven fare.
scehr  [author] 23 Jun, 2022 @ 4:29am 
Done. Units received a significantly lower morale boost for defending settlements. Let me know how that feels. :health:
Godzhand007 23 Jun, 2022 @ 2:48am 
Can you make it compatible with pierce better siege? The morale for siege battle defender are obnoxious. They are literally unbreakable.
Count Jędrula 16 May, 2022 @ 2:41am 
but it says that it's for WH3, does it work with TW WH2 as well?
Count Jędrula 16 May, 2022 @ 2:39am 
O rany, OGROMNE dzięki!
scehr  [author] 15 May, 2022 @ 5:07pm 
scehr  [author] 15 May, 2022 @ 6:13am 
I'll make it a bit later today. Stay tuned. :praisesun:
Count Jędrula 14 May, 2022 @ 2:38pm 
That it makes them flatten units instead of sending them into outer space
scehr  [author] 14 May, 2022 @ 2:35pm 
What part of the cavalry changes did you want?
scehr  [author] 14 May, 2022 @ 2:26pm 
Could you provide me a link to the other mod?
Count Jędrula 14 May, 2022 @ 2:24pm 
Can you, pretty pleeease, make the cavalry part of the mod as a standalone? I looked for something like this for ever, but I already have combat rebalance mod
scehr  [author] 3 May, 2022 @ 3:55am 
@mitchellrosser, if you have Warhammer 2 then download the Assembly Kit there. Launch it from the Steam app, choose Dave - Database Editor, then you click View -> Table Launcher (or something like that) and navigate to the kv_morale table. There's an additional column that explains each entry. :steamthumbsup:
thefightintitan 2 May, 2022 @ 7:23pm 
Is there a guide to the kv_morale tables? I am trying to understand the changes you've made vs the changes in Warhammer Extended Battle Overhaul and I can't seem to find a good resource. Please help!
scehr  [author] 5 Apr, 2022 @ 7:39am 
Rules is officially in Warhammer 3! Go and check it out at the link below:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2789853263
Notify me to any bugs. :praisesun:
scehr  [author] 21 Mar, 2022 @ 11:26am 
Sure thing. :steamthumbsup:
Cyresdog 20 Mar, 2022 @ 6:52pm 
Would it be okay if i add you as a friend so i can easier find the mod?
If not thats also fine, but i tend to forgot names of mods really quickly, and i feel like the first Day the Workshop will be hard to navigate through.
scehr  [author] 20 Mar, 2022 @ 6:01am 
Hey there! I'm super glad the mod's been a positive experience for you. :bonfire2: RPFM, the most powerful database editing tool we have, works with Warhammer 3 now. And, soon, with Patch 1.1 for WH3, the workshop will open! I believe Patch 1.1 will be released in April, which should mean I'm just finishing, or have finished, my assignments. This mod will go up day 1 on the Workshop, guaranteed. :praisesun: The rest of my work will follow.
Cyresdog 19 Mar, 2022 @ 7:48pm 
I hope you gonna release this mod for game 3.
Sadly i discovered your mod at the very end of Game 2, but it quickly became a must have for me.
Your mod paired with SFO, was the most fun i had in this series so far. By a long mile.
scehr  [author] 18 Feb, 2022 @ 4:06am 
Thanks, bud. I really appreciate that. I'm happy the mod's been that good for you! Looking forward to getting Warhammer 3 schemas etc so us modders can start work on mods over there. :praisesun:
Gaming Doggo 17 Feb, 2022 @ 6:44pm 
Okay, that's good to hear! One mod overwriting another in this case is fine. Thanks again for the mod, I gotta say that this one is one of the best standalone battle overhauls that I've found.
scehr  [author] 17 Feb, 2022 @ 4:51pm 
If Better Sieges affects morale then one mod will be overwriting the other one. As I said to johnfante, if I can, I'll try and get MCT functionality, though I'm not sure it'll be possible. We'll see. Otherwise, high leadership in sieges remains. :bonfire2:
Gaming Doggo 17 Feb, 2022 @ 12:50pm 
Love the mod! Is there an easy way to disable the morale buff units get on walls? I'm playing with Better Sieges which also buffs AI defenders, and I think that they may stack? I was sieging a gate, and the defenders on the wall never broke, even when I had them down to 10% health.
johnfante 14 Feb, 2022 @ 4:12am 
Great thank you !
scehr  [author] 14 Feb, 2022 @ 1:53am 
Hey, Johnfante. I've played around with economy in Warhammer 2 in a non-published mod, more extreme cases, but it isn'f anywhere near done or 'consolidated' in its objectives. It will be a Warhammer 3 mod. :bonfire2:

That's an interesting idea. I hadn't though about MCT. When I can, I'll investigate MCT and whether that's possible. :praisesun:
johnfante 14 Feb, 2022 @ 12:03am 
Hi Boris Bokha

This faction Economy mod of yours is scheduled for Warhammer 2 ? If so I'm already waiting for it !

Another question : would it be possible to put the veteran system of Logichammer as an option in MCT ? (Just asking, sorry if it is a lot of work or impossible, I have no knowledge in moding..).

Anyway thanks for your work !
Mumion der Unsterbliche 13 Feb, 2022 @ 9:43pm 
Ok . Thanks and Good Work .
scehr  [author] 13 Feb, 2022 @ 2:51pm 
Hey, Mumion. Before I start working on any other mods, I want to see what Creative Assembly do with the next 'grand' map and the faction mechanics they have. Once I've seen what that's like, I'm open to doing more mods. Right now, I'm interested in my next mod addressing faction Economy. I'll look into diplomacy once Warhammer 3 releases. :praisesun:
Mumion der Unsterbliche 13 Feb, 2022 @ 10:03am 
Good evening everyone . I wanted to ask because they have already adapted the rules and names for the lore, whether there is a possibility that they might also adapt diplomacy and so on with a mod to the lore. Is only a question .
Drovan 12 Feb, 2022 @ 9:24am 
Probably should have seen that coming, but I liked his changes to fatigue, so it would have been cool if you could use them together with yours without issue. Thank you for taking the time to answer.
scehr  [author] 12 Feb, 2022 @ 9:21am 
Hey, Lord Drovan. It's my pleasure. Both my mod and Better Fatigue Rules affect the same tables. From looking at the image he provided, units in his mod go from 100% down to 75% effectiveness due to fatigue. Units in this mod go from 100% down to around 55% effectiveness. IF the table name he's used takes higher priority than mine then his will overwrite mine, otherwise mine will overwrite his.
Drovan 12 Feb, 2022 @ 7:24am 
Boris, thank you for the mod! I always enjoy mods that improve the combat without being complete overhauls. For curiosity, is this compatible with Better Fatigue Rules? From what I can tell, the changes don't overwrite each other, but I might be wrong.
scehr  [author] 8 Feb, 2022 @ 4:19am 
Hey, stormleo77! Thank you for the very kind words. I'm glad the mod's positively impacted your gameplay. :praisesun:

I definitely plan to do more. I did play around with the undead a bit, and I messed around with cavalry, but I never made that mod public. If I'm going to release a battle mod, I'd like it to encompass all cultures and not just a bit here and there, if that makes sense?
stormleo77 7 Feb, 2022 @ 11:07pm 
nice small mod....noticed that corsairs werent evaporating from basic elf archers no more...still would not tank arrows without shields but armor feels a bit better...tree kin takes almost no dmg from basic units but dishes out soooo less so works out...i can really tell the difference when i shoot black guard with basic archers and sisters now.

biggest positive for me is the cavalry charges. no more cartoon blasting off again and turning shield wall into a shield plate anymore.

i get why you would keep it basic to ensure max compatibility. But i like your take on battle tweeking and would love to see a more developed version in the future
scehr  [author] 7 Feb, 2022 @ 5:07pm 
Yeah. I've been running campaigns to test my mods and I've found that, whilst the mechanics that factions have do make them unique, and their armies behave slightly differently, they all run the same under the hood. I'd like to really pull them apart from each other so they really stand out.

I don't think Creative Assembly would exaggerate the changes to that extent because they are the creators. Making a balanced game where every faction can contend in similar ways is likely a much greater priority. It's us modders who can screw around with everything and justify it. As a big game developer, I'm sure they want to look more professional. :praisesun:
n.pedrazalis 7 Feb, 2022 @ 5:04pm 
yeah and something like for peasants and non trained units to rout its fine but for elite units they should fight until 5 or two man , like i don't see elite units routing like in lord of the rings elves fight until the death , even dwarfs but for humans mostly peasants should be fine , and undead and big orks cant rout but goblins could CA should think about it :'(((
scehr  [author] 7 Feb, 2022 @ 4:59pm 
This is true. I'm a bit of a realism freak, ha! I'd like to change it so undead units suffer no morale or fatigue effects, but if their lord dies then they die, unless they themselves are vampiric and do not require a host—similar to how it's done in the tabletop.
n.pedrazalis 7 Feb, 2022 @ 4:02pm 
i would love that for warhammer 3 thank you it is to add more realism to the game in combat so enemies like demons or undead would be a truly challenge