Total War: WARHAMMER II

Total War: WARHAMMER II

Deadly Attack Dynamics
32 Comments
mr.napop  [author] 14 hours ago 
Hello thank you, i'v updated the mod now so see if that fixes it, but what does it mean exactly? the mod doesn't work for you? why do you think it's corrupted? are you using KMM?
W31rdomaniac 19 Jul @ 9:00am 
Hello there,
I just wanted to let you know, that I have tried to download the new Version of this mod and it the file is always corrupted.
Maybe it´s a steam issue, but maybe something went wrong on your side...
I will try again next week.
Love your mods bro!
mr.napop  [author] 27 Jun @ 2:56pm 
Major overhaul

Overhauled damage so half of the additional damage is given through bonus vs infantry/large (+ the vanilla bonus), so it adds to the unit melee attack, while removing the global melee attack bonus. This makes units more unique in their matchups and performance while giving more melee attack the more damage the unit makes, as Deadlier Monsters .

- Adjusted shield values accordingly.

- Reinstated armour multipler (10x) instead of the standardization since I managed to adjust the AR for reasonable and close enough results to manual battles.

- Applied 2x multipler to explosions in base damage only.

- Restored breath attack vanilla distance as it was causing a movement bug while activating it out of range.
mr.napop  [author] 15 Dec, 2024 @ 11:17am 
That doesn't seem right, the damage of all ranged and especially gunpowder is greatly enhanced, so if anything they should become stronger as a gunpowder and monsters faction.

I'v just recreated the scenario you stated and won quite easily (925 vs 469 with 329 losses = 4 units), are you sure you dont have any mod conflict overwriting my mod?

Try with Autoresolve Redone perhaps as vanilla autoresolve can be dubious at times. Also I didn't edit CP values which affect the autoresolver, but I don't know to what extent exactly.
Polident_medio 15 Dec, 2024 @ 10:31am 
Hello, i'd like to give feedback about vampire coast, on ultra unit scale.
As pirates are basically only gunpowder units most of the game, and certainly during early, they got hit extremely hard. Keep in mind you raise/recruit only zombies (~20 speed) until mid/late campaign.
1) on average a mortar kills about 15 models in a whole battle.
2) against a caster lord (unshielded) 5 handgunners shooting do about half the damage of 1 handgunner meleeing that same lord.
3) autoresolve is well aware of how shit are my units, so it gives a full stack with luthor a crushing defeat against a tier1 minor settlement with 6 units. Playing manually it was very painful indeed.
3b) Me: 3 zombies, 9 handgunners (red line), 6 mortars, 1 flying zombie pistol
Vampire rebellion: 2 zombies, 3 skeletons, 1 ghoul, 1 vargheist
Autoresolve: decisive defeat. Stopped campaign due to fatigue.

So, i appreciate the reasoning behind the mod and i will certainly try it more, but it seriously wrecks this faction :P
mr.napop  [author] 28 Nov, 2024 @ 1:47am 
Thank you very much fellow caveperson!
That was indeed the intention, looking forward for you're insights, enjoy!
A Caveman 27 Nov, 2024 @ 2:34pm 
This mod, combined with the others in your mod pack, breathes new life into the game. You do a very good job of making the combat feel more high impact, more similar to shogun 2 perhaps, but distinct. I'm going to play a few campaigns, then give you some more feedback.
mr.napop  [author] 10 Jun, 2024 @ 6:09am 
Thanks! Haven't experienced the bug you mentioned but removed the 0 value, please update if this fixed the issue.
HaiFeng 10 Jun, 2024 @ 5:44am 
The mod is bugged. There are invalid values 0 for projectile penetration. It will cause AI not advancing its army when battle starts
mr.napop  [author] 27 May, 2024 @ 2:32pm 
Hello bud, congrats on the KMM it's essential for smoothness and managing. The load order does not matter as they all mostly change different tables, which is why they're separate, and the ones which overwrite elements in others do it through the table name priority.

you can check my collection for additional recommended mods and download the text file from there and import it to your profile as it orders everything in the correct manner.
Layth36 22 May, 2024 @ 7:47pm 
@mr.napop does load order matter for any of your mods? or they will all work together regardless of load order? because I just installed Kaedrin's mod manager and the load order changed for all my mods.
mr.napop  [author] 16 Mar, 2024 @ 12:58pm 
Mod revised
むらさき 22 Nov, 2023 @ 11:14pm 
Oh whoops, seems like the question was already answered. It's about SFO and me being confused that dragon princes having much lower weapon strength. Now I understand xd

I gotta try de-SFO-ing my campaigns every once in a while I guess
FailSafe 3 Nov, 2023 @ 5:34am 
That's fair, thanks for the info!
mr.napop  [author] 1 Nov, 2023 @ 10:15am 
Again, thank you for the sincere comment.

This mod overwrites Jadawin's accuracy alterations, which are way more severe, enlarging the calibration area along with the calibration distance, making units miss from close range, which is why I made this mod in the first place. it only doesn't overwrite the shields enhanced protection.

I play and test on medium as well, and since the damage is so heavy, I had to balance it.
Firstly, on medium artillery impact ratio is heavier since a single shot can take out 1/3 of a unit, and it's still very dangerous for big armies/monsters.
Secondly, experience improves accuracy, so try training them, or check out "Valuable Veterans" mod which enhances veterancy impact overall.

Hitting "Clout" style targets with medium/big trajectories is quite hard with arrows and catapults etc, but also 16th century cannon couldn't hit an 8X8 meter target from 300 meters reliably as it had smooth barrels which made it much less accurate to long distances.
FailSafe 1 Nov, 2023 @ 5:33am 
Mostly love it!

A little feedback, the ranged unit inaccuracy feels a bit much on artillery, I mostly play on medium unit size to feel closer to tabletop, and with so fewer bodies on screen, missing becomes far more likely.

I get that the game is balanced around large units, and most modders probably balance for ultra, but a medium unit size variant of the mod without the artillery innaccuracy would be much appreciated - though that said would Jadawind’s mod just overwrite anyway?

That aside though, great mod! Feels very good so far.
Ivan Teurer 15 Oct, 2023 @ 5:00am 
thanks
mr.napop  [author] 15 Oct, 2023 @ 3:12am 
Hey, no, Radious drastically changes the vanilla unit stats and adds new ones, this mod only tweaks the vanilla units and shouldn't be played with any major overhaul like Radious/SFO and such.
Ivan Teurer 12 Oct, 2023 @ 12:42pm 
does it work with radious?
mr.napop  [author] 18 Jul, 2023 @ 2:23am 
Hey man thanks for the heads up, fixed the link.

This mod isn't compatible with SFO, as it effects only vanilla units, so shouldn't be used together.

I could perhaps make a patch, but I assume SFO has a totally different stats balance than vanilla, though the ratios will remain the same actually. will look into it.
Ewokboy 18 Jul, 2023 @ 1:37am 
Very good mods overall ! it seems the link ur patch of Pierce's Better Sieges mod is dead and when using sfo i found out that the nuln's ironside state troop of Nuln which is handgunner unit in sfo is being revert to steam tank (vanilla) can it be change back ?
mr.napop  [author] 25 Jun, 2023 @ 6:03am 
Updated for the Waaagh mechanic
mr.napop  [author] 25 Jun, 2023 @ 1:55am 
Hey man, damn your right - seems the melee interval value is related to the Waagh mechanic, if set to 0 it doesn't count the engagement, if at 20 the units rarely attack but it counts super quickly. i'v updated the mod back to vanilla values for now, and will investigate further later.

a possible solution would be to have a Waagh count reduction addition to this mod, but it needs some calculations. thanks for the heads up.
Charlitron1 23 Jun, 2023 @ 7:24pm 
Can't tell you why, but activating this mod effectively turns off the Waagh meter (Greenskins). Played several battles, never got more than a few points in the bar (though, weirdly, I wouldn't get 0. Instead like, single digits.)
I have several other mods active, include your other two. Consistent Fatigue, Double Armour for all, and Better shields and missile nerf.
mr.napop  [author] 6 Jun, 2023 @ 12:01pm 
Hey bud, thanks! i'll clarify - the overall damage (AP+Base) for all missiles was increased by 50% (X 1.5). from that new overall damage, arrows' Base damage was increased while the AP stayed as in vanilla, so an archer with vanilla overall damage of 20 with 5 AP and 15 base, now does 30 overall (X 1.5) with still 5 AP but with 25 base. so the AP wasn't lowered.
For guns, the AP part of the new damage became 90%, so a pistol with 22 overall damage became 33 overall damage with 90% AP (30) and 10% (3) of base.

The game will run without the other mods but you won't have better protection from shields and armour, which will make ranged weapons overpowered, so they'r recommended for balance, but its up to you.
mzub245 6 Jun, 2023 @ 9:45am 
Hello! The mod sounds interesting, but I have trouble reading the table. "Overall - AP" in Base Damage means that AP was lowered? But why is it not in AP damage line? (Also for guns you say that you increase overall damage but reduce both AP and base one).

Also, do I really need all the other mods or are they more of recommendation rather than a necessity?
mr.napop  [author] 27 Apr, 2023 @ 12:37pm 
A nice surprise I hope, that edit is genius, wasn't compatible so I had to implement it in this mod.

Very interesting, perhaps look into Specialized Combat , it does some of the things you mentioned, or the more extensive "Rebirth Mod".

I'm currently working on a small kv_rules modification, and a fatigue mod. If you wish we can perhaps collaborate on this matter or share some thoughts.
Captain Nyet 27 Apr, 2023 @ 11:04am 
Just saw the trajectory thing; that's a surprise.

As a side-note; this mod inspired me to start working on my own rebalance mod that's built for maximum compatibility; won't be anything as extensive as this, just trying to figure out if I can rebalance the game using 0 unit-specific references. (which mostly limits me limits me to tables like _kv_rules, _kv_morale, unit__fatigue_effects etc.)

My mod is going in a different way though; morale penalties (flanking etc.) are increased so units are more likely to break into a rout in a bad situation (they also come back from routing more) but the morale bonuses are also increased. (things like "winning current combat")

It's been a lot of fun in testing so far but there's a lot of work left; the mod really highlights morale as the deciding factor of a battle and makes armour more meaningful.
mr.napop  [author] 16 Apr, 2023 @ 2:03am 
What an honor! Thank you. Yes, I understand, It's the most esoteric addition in this mod, but since units now take a lot of damage very fast, they're prone to the "recent casualties" negative moral various effects even earlier, which starts with -18 for a 10% HP lose in the recent 4 seconds (stacked).

Thus, and from the testing I made, I felt an addition to moral is needed to keep the flow of battle coherent with unit engagements last longer, without routing too quickly.

Moreover, because we're playing in a sum 0 conflict theme game (total annihilation of each other), it seemed weird that soldiers would run away unless all hope is truly lost, and that professional soldiers would rarely route. With the 20% addition, more soldiers fight to the end, and militia type soldiers run when they’re significantly outnumbered in terms of model count and not the HP bar.

Still, if you wish to remove that in the mod table instead of copying from the data pack, multiply the new moral by 0.833.
Captain Nyet 14 Apr, 2023 @ 8:19am 
Sounds like a great mod; just not too keen on the idea of (even) better morale (guess i can alays edit that to my liking though, so whatever)

I'll probably give this one a try next time I redo my modlist. (current one is too incompatiblee)
mr.napop  [author] 25 Mar, 2023 @ 3:32am 
Thank you dear brother
kopermedia 21 Mar, 2023 @ 12:25pm 
Skirmishes are more interesting. Good job.