Total War: WARHAMMER II

Total War: WARHAMMER II

Cohesive Armies
11 Comments
むらさき 11 Dec, 2023 @ 10:48pm 
Ohh I see yeah that makes sense. The skaven routing not just because it's skavenslaves but because it's their entire army routing (which are the skavenslaves) and other stuff. It makes for a funny mass rout all the same.

Damage dealt to unit huh. Hm, as I've said I was fighting rats mostly so they don't really have any rampage causing skills. Maybe the threshold for rampage got weird with all the mods I was running xd

Thanks for the clarification though!
mr.napop  [author] 9 Dec, 2023 @ 11:53am 
Hey man thanks! glad you enjoy it!

Skavenslaves have the "Expendable" trait, meaning their routing only affects other units with the "Expendable" trait like other skavenslaves, while clanrats and others don't have it so don't count in the "friends routing" mechanic for them. This means that the other units routing was probably from the "Stronger enemy units" mechanic or the -30 army loss, given the skavenslaves were the majority of force in the army, and not because the skavenslaves routed.

The rampage mechanic is impacted solely by damage dealt to the unit, not the unit's moral, but sometimes other units can cause it, like witch elves, so be aware who your fighting against.
むらさき 7 Dec, 2023 @ 4:46am 
Heya! It's me again. Just wanted to share a few things I've observed while doing a playthrough of Kroq-Gar

Number one is that: Skaven routs hilariously fast. It's a bit of a concern, but also, mildly entertaining seeing the other units of rats (be they clanrats, gutter runners, even heroes) just flee in a mass rout once like 10-20 units of skavenslaves break lmao. (Context: I got ambushed by three armies, the majority of which are skavenslaves)

Number two is that: It seems like with the leadership changes, the rampage mechanic of the dinos trigger quite fast into the fight (bit unsure whether it's from your mod tbh). They weren't at low health either, which led me to believe the leadership changes made it so.

Just wanted to share those observations as a heads up. Still enjoying this mod a lot
mr.napop  [author] 6 Nov, 2023 @ 3:22am 
I tried duplicating this situation but they mostly try to flank to the rear or retreat backwards if not routed already, on Normal and Very hard difficulty the same. I'm using "Ultra aggressive AI" and "AI army tasks" but I don't think they affect the battle AI.

Anyway as the vanilla penalty is only 5 it's not likely that this mod causes the no routing, and in my game they routed, maybe they were close to a general?

I once though of editing the grouping AI making light troops a flanker role rather than melee, or any other change but since abandoned it as it was a bit too much.
FailSafe 3 Nov, 2023 @ 5:39am 
the flanking I'm referring to is mostly fast cav like goblin wolf archers etc, they pretty much sit static (playing dwarves early game, cant chase them off), and die slowly to crossbow fire without breaking...ever

I get the removed morale debuff wouldnt do much, it was more me commenting on the one thing that felt 'off' still, albeit less 'off' than without the mod where the core battle line would break and reform constantly!

Not the worst thing in the world, just maybe something you might like to be aware of :)
mr.napop  [author] 1 Nov, 2023 @ 9:44am 
Hey man thank you for your sincere comments.

The vanilla penalty for missile fire is only 5, so removing it isn't that impactful and this mod doesn't change this dynamic tremendously. If it's decimated quickly enough then it should proc the "recent" (4 sec) and "extended" (60 sec) casualties penalty combined which is way more severe. if dying slowly then it might stay for longer, given their orders are to stay put.

However the AI does retreat if is suffers heavy casualties (mainly skirmish units), so I don't think your units should break if under missile fire, as you can manually retreat them.

Also the AI tends to face your troops, so I'm not sure I understand the positioning your referring to.
FailSafe 1 Nov, 2023 @ 5:26am 
A little feedback, I mostly love it!

It does feel a little weird however when a unit is decimated by missile fire and goes 'guess I'll die' rather than retreat - even if the unit under fire is isolated and alone. It feels unrealistic rather than an enhancement. It MAYBE could be justified if in a lord's leadership bubble, but flanking units sitting around to be murdered just feels...off.

Other than that, I much prefer the en-masse line holding or breaking, and the ripple effect by one end shattering - that feels so much better than vanilla whack-a-mole retreating.
mr.napop  [author] 22 Oct, 2023 @ 4:49am 
Thanks! Created one named "Deadly Battle Dynamics"
Claude 21 Oct, 2023 @ 2:45am 
any chance you could make a collection of your battle mods? love this one so far!
mr.napop  [author] 17 Oct, 2023 @ 1:00pm 
Hey man thank you for the kind words! I'm very happy you like it.

I didn't think many people still play this game and there are many overhauls and unit mods which are incompatible with most of my mods, so it actually exceeded my expectations, but even one subscriber would have been enough for me. Cheers!
VModBAddict 16 Oct, 2023 @ 1:01pm 
Mate, I have to say, I'm stunned by how little uptake your mods are getting (# of subscribers and favourites). I can only assume it's because they're late to the WH 2 party and much of the user base has moved on to WH3. For me, your mods are revolutionising the battle gameplay, making it way more reasonable and 'realistic' (dragons and whatnot notwithstanding). I'm well sold and wouldn't play without them again. Keep up the great work!!! :steamthumbsup: