Total War: WARHAMMER III

Total War: WARHAMMER III

War of Attrition - Reduced Replenishment - SFO version
138 Comments
Cerb  [author] 25 Jul @ 5:56pm 
Added more recruitment capacity for warriors of chaos units
Cerb  [author] 22 Jul @ 6:44pm 
Added 4% flat, constant replen to replen post battle option
Cerb  [author] 7 Jul @ 7:12pm 
Increased warrior of chaos replenishment from dark fortresses by ~5% flat by tier 5 with all buildings, and an extra 2% for marauders only
Barracuda 7 Jul @ 6:56pm 
Saw you posted an update today, whats new?
Cerb  [author] 18 Jun @ 5:22pm 
The post battle options may be closer in power, but imo thats a good thing. Normally you basically only ever choose money or replenishment, sacrifices are useless and replenishment is often the best choice unless you dont need it. I much prefer that they each have their own niche for use, rather than just essentially a ranking system. AI does get post battle options but virtually all buffs from them are 1-2 turns at most, so theyll never get snowball style buffs from post battle options. Also most of these buffs are region or province only, so hardly going to be a sizeable buff.
Joe 13 Jun @ 3:04pm 
While I like the replenishment changes, I'm not sold on the post-battle options. Particularly how homogeneous they are now, but I'm also concerned how other wars happening in a region can lead to your enemies getting sizeable, random buffs outside your control. Though I'm not 100% sure the AI actually gets to use post-battle options.
Cerb  [author] 18 Apr @ 12:15am 
At least the AI can merge units as is, which fits with this mod :)
Player 17 Apr @ 11:04pm 
That’s not the only thing, also borks ai. It’s probably a lost cause..
Cerb  [author] 17 Apr @ 10:44pm 
Sounds good but sadly would require a lot of work, and honestly i dont even think its possible to reduce upkeep for specific units (without affecting all of a type for example) so unless you were to perhaps calculate a broad upkeep cost across all of the units, averaging damage done to them or something?
Player 17 Apr @ 10:29pm 
thats a good way to look at it! Still jank though, maybe eventually we can script the cost change or something, would pave the way for full zero replenishment alongside something like a supply line captain and some kind of fix for single entities. Been trying to make that for a long time never got anything satisfying.
Cerb  [author] 17 Apr @ 10:21pm 
Yeah its a little bit frustrating at times, but i see it as a tradeoff for units keeping their experience even if they have to replenish from 10% all the way to full. Its also why i suggest merging units, since trying to replenish from low %'s will cost you a lot of money over time that is largely unnecessary imo :)
Player 17 Apr @ 10:15pm 
I love this, been trying this since warhammer 1. The thing is...

Since at least Rome 2 if not earlier, unit cost is not adjusted by number of men alive in the unit. In medieval 2 I used to get units down to 1 man/sailor and use them as guards and stuff, they cost $1-2/turn. In the newer titles, ridiculously a 1 man unit still costs $200 or whatever a turn same as fully healed. Ruins the experience fr.
Cerb  [author] 13 Apr @ 3:19pm 
I'll delete your comment now that i know its not correct :)
Cerb  [author] 13 Apr @ 3:17pm 
Ive just done a full run through the ice court with both hero and lord, and its working fine, im guessing you have another mod that is breaking the ice court. The only issue i found was the missed value on the salyak invocation, which ill fix now.
Cerb  [author] 27 Mar @ 11:03pm 
Fixed a bug with autoresolve where if used with SFO menu options to buff enemy factions, would result in a 100x multiplier in autoresolve, have fixed lol
Cerb  [author] 24 Mar @ 1:14pm 
I didnt mean to offend, merely that you have to play this mod a specific way, if you're siting waiting for replenishment, youre wasting time that you could have merged, recruited some new troops and continued with 1-2 turns waiting max.

I don't use deep war but i run a lot of other mods and have my own campaign ai changes inbuilt into my modlist, so it gets very aggressive too, but thats how i want my list, its supposed to be something that challenges you and makes you think :)
Mann 24 Mar @ 2:14am 
I understand, I just play with mods Deep War AI and it is very aggressive, I am attacked by 3 factions, through the move rebellion and these are these rebellions are annoying. The mod is really interesting, but as I thought the difficulty is exorbitant, and achievements want to get. Do you propose to remove the mod Deep War AI? And one more thing, I would like to know, and when will be revised tires for units and ror units? I didn't mean to offend in any way, you're right, it's a problem in my collection, not yours. Your mods are a great addition to SFO and the depth of the game
Cerb  [author] 23 Mar @ 3:29pm 
tldr: raising replenishment any further will remove any depth from recruiting mechanics, and would just increase wait time, you cant play this mod as you can in the base game, and read the description for tips :)
Cerb  [author] 23 Mar @ 3:28pm 
If i was to increase replenishment any further, merging units wouldnt be a viable option, and youd just sit and wait for replenishment as you can do in vanilla, rather than thinking about supply lines, cost vs benefit of waiting for replenishment vs re-recruiting fresh and green troops etc..

Cathays wu-xin compass goes up to 1% per region, which can get 4% per province, which is already bordering on too much. Its 0% for the lower levels because it is so powerful at the higher levels. 4% replenishment especially early is close to doubled replenishment.

Skaven and other faster replenishing races have a higher level of replenishment in this mod, up to 8% higher than order factions elite units. I would suggest reading the description before posting things like this, because almost everything youve mentioned here has been discussed in the description.
Cerb  [author] 23 Mar @ 3:28pm 
I will not be raising the replenishment rates, ive played easily a few thousand turns with this mod and the rates are fine. You do not need to fight every battle with a fully replenished army, you do not need to wait for every unit to recover to maximum, and you can recruit new units to replace losses, and merge units together. My last campaign was over 500 turns long, took over at least half the world, you need to adapt to the mod, not force vanilla playstyle on a mod that aims to change the game drastically to make it more complex. I play with my full mod collection, so I know that it is both possible and not all that much slower than the regular game, its been fully tested for overall play style and it works. I will admit its not for everyone, you have to think a little more and adjust with this mod, you cant brute force it. :)
Mann 23 Mar @ 1:40pm 
Cathay's Wu-Xin Compass is also +0 per cent. This goes nowhere, if there are buffs then there should be buffs. Or can you at least make mods separate from your war of attrition, I like dying races but your attrintion mod is too ill thought out
Mann 23 Mar @ 11:34am 
And this is about civilised factions, order, and for destruction like greenskins and skaven recovery should be a lot faster times by lore well or gameplay can be in x3, I have not played for them yet in your mod and do not know how you have implemented there
Mann 23 Mar @ 10:31am 
The funny thing is that your entire collection mods are aimed at this, but since they are all aimed at this, including supply lines, why make it worse? It's kind of masochistic.
This is the problem and the question after the transition to high levels and tires to keep these reasonable limits, and not at the beginning of the company to cut to 0 and only at the end of the game to make normal, I generally play the game 80 moves max, but here I drop after 25 moves, because it is impossible to fight with everyone and still win when you have so many restrictions.
Raise everywhere a little bit, not 20 per cent recovery but not 1 or 2, at least 5 per cent and can you make for siege is not 0 and raise the percentage at least?
Mann 23 Mar @ 10:30am 
In general, this mod is very controversial, as problems arise with gameplay. Yes, sometimes the lore lacks storytelling, wherever you restore rare units in 1 turn in camp mode 60%, but your mod makes everything so slow and boring, it makes the gameplay worse, for the most part. It slows it down, you more shake about the units that were issued and the next 40 moves you will not see, I think you need to raise everywhere and the price and recovery, it is unplayable when you literally have to sit for 8 or even more moves! and recover losses, at least 4 or 5 if straight from 1 unit, but not 8-10.
Cerb  [author] 13 Mar @ 5:59pm 
Big update, adjusted autoresolve so minor settlements arent valued so highly on defence, and made abilities actually be taken into account by the autoresolve calculations, so crushing victories on autoresolve should result in fewer casualties in most situations.
Cerb  [author] 12 Mar @ 1:41pm 
Just look at the depth youve added to your campaign using the mod, love it! Thats exactly what i do and what i envision in a strategy game :)

thankyou for the feedback
Remo 12 Mar @ 5:30am 
Ahhhhh, wait, doing upkeep instead of replenishment is actually the overall better idea anyways. I didn't think about the upkeep reduction. I will say I have found myself dumping low health units off with my trailing army (Typically the one with recruitment reductions and defensive capabilities) and trading out, then keep moving. The trailing army heals and recruits, the fighting army fights. Even got to the point where I had dedicated harassment, siege, and field armies. Leaning more into upkeep reduction instead of "Healing" makes the game deeper unless you choose to cheese.
Cerb  [author] 11 Mar @ 12:51pm 
Sadly you need to in order to balance it, i could have gone 0.5% replen as other mods do but that doesnt actually do anything in almost all cases so its kinda dishonest, at least most of the 0% increased replenishment nodes have upkeep reduction :)
Remo 11 Mar @ 7:35am 
Really wish you had a more balanced version of this. Seeing upgrades give "0% increased replenishment" is strange. But I love the mod, don't get me wrong.
Cerb  [author] 10 Mar @ 1:33pm 
Fixed ty
Cerb  [author] 10 Mar @ 1:11pm 
Ill have a look thanks
Simo Sisu 10 Mar @ 10:46am 
The Von Carstein bloodline lvl 2 grants 5% constant replenishment: is this on purpose? I haven't noticed any other that large replenishments.
Cerb  [author] 5 Mar @ 12:21pm 
You might be missing a compatability submod then?
Mann 5 Mar @ 1:11am 
Crashes when enabled dying races and your other mods, such as cap changed sfo well, and from your collection realistic such mods
Cerb  [author] 4 Mar @ 7:26pm 
The actual effect wasnt working though so good thing i looked at it again :D
Cerb  [author] 4 Mar @ 7:10pm 
Loading for me, is it one of your other mods perhaps or are you getting a specific error message?
Mann 4 Mar @ 9:05am 
Now it seems to be crashing the game
Cerb  [author] 3 Mar @ 2:51pm 
Fixed malakais encamp stance
Cerb  [author] 3 Mar @ 2:50pm 
'I held him in a siege and he attacked me, then after winning a complete victory over his army, his garrison remained full, even more, there became some units have all the health, and before that (complete defeat) had half'

Sadly this is a vanilla bug, it doesnt happen particularly often but yes its incredibly frustrating when it does
Cerb  [author] 3 Mar @ 2:47pm 
Ah yep, ill fix that, must have missed his encamp (guess its a unique one to his army)
Mann 3 Mar @ 2:41pm 
Such as the malakai faction, it doesn't regenerate losses at all. In camp mode and in settlement siege mode, no way at all. Just for pumping abilities felix has “healer” and there 0 percent additional recovery. Here at least 1 percent for a tick, but 0 ... So it is with the recovery ability, the first two pumping at 0 percent and then at the end of 1. As I think it is very little and with such a hard to play. I also noticed a bug that when I defeated the entire faction nurgle, that is, I held him in a siege and he attacked me, then after winning a complete victory over his army, his garrison remained full, even more, there became some units have all the health, and before that (complete defeat) had half
Cerb  [author] 3 Mar @ 2:22pm 
Camp mode (i.e. encampment stance) should give 5% constant replenishment, if theres a faction missing it let me know and ill fix it up. The skill/tech nodes etc.. are all 1-2% because if you can get 5% per node they'll stack to be far too high. 1% per is still worthwhile as it will often add a lot to your replenishment as a percentage (i.e. if you have 5%, adding 1% more is a 20% improvement on before). It has to be down small or else replenishment scales out of control too fast. You can still get 20%+ replenishment for many factions lategame, and up to 10% fairly easily for most factions by turn ~20 or so in friendly territory.
Cerb  [author] 3 Mar @ 2:22pm 
This mod was essentially made to stop people from using autoresolve as often, i'd much prefer to play a 2 minute battle than press autoresolve too often - i find it takes the fun out of the game when i autoresolve and i don't keep playing, and even in a battle you're going to win, quite often if you make a mistake youll still lose some troops, which is the purpose of this mod. Even easy fights you have to play well or youll take too many losses and fall behind.
Cerb  [author] 3 Mar @ 2:22pm 
All that being said, I still autoresolve about ~30% of my fights, usually garrison defences or steamrolls where i have a turn or two to replenish after, but i also quicksave before each one just incase the calculation takes too much out of me.

Youre also supposed to merge units, especially earlygame, to replenish your troops, you cant just rely on replenishment alone, thats why the recruit cost is much lower with this mod :)
Mann 3 Mar @ 1:22pm 
I mean you can undercut, maybe even a lot, but not at 0 kill mechanics. Even during siege, which was a sfo chip cut recovery. Can you make it more light? Well to 10 turns not to sit in place, you have to take into account the fact that most everyone plays auto-calculate and he loses a lot, and no recovery....
Mann 3 Mar @ 1:16pm 
Also why is there no regeneration at all in camp mode? I think you underestimated all regeneration too much
Mann 3 Mar @ 1:04pm 
Could you make the loss recovery really weighty? In the sense that the heroes' special abilities for loss recovery actually recover, not 0 and 1 percent for the topmost one? Well, at least 5 percent, because from such heroes in the army you lose the weight of their ability
Cerb  [author] 7 Sep, 2024 @ 2:27pm 
np mate
Wonka Wonka 7 Sep, 2024 @ 5:22am 
Ahh nvm. I misread as it only applies to the lord. For some reason it also displays Lords Army. Vanilla is 30% which is just insane.

Anyways thanks for making this.