Total War: WARHAMMER II

Total War: WARHAMMER II

Armour Coverage
21 Comments
mr.napop  [author] 27 Jun @ 7:21am 
Reinstated armour multipler (10x) instead of the standardization
Orendiz 21 Dec, 2024 @ 11:11am 
Huh, didn't know that. I guess its a warhammer 3 buff they did at some point.
mr.napop  [author] 21 Dec, 2024 @ 3:12am 
They don't have the same value in vanilla, Dreadspears have 30 while HE Spearmen have 40.

In general I changed the global armour values in unit_armour_types_tables and not unit specific armour assignments in land_units_tables, so this mod cannot have consistency problems in armour assignments.
Orendiz 21 Dec, 2024 @ 2:20am 
I've just noticed there seems to be consistency issues with armour values. Like for example high elves spearmen and dreadspears both have the same armour value in vanilla, but with the mod high elves have more Armour (200 vs 150).
FailSafe 12 Aug, 2024 @ 2:32pm 
been playing with this and havent seen any balance issues, but you do get some random early kills which makes much more sense!

Until CA fixes their healthbar per model issues, this is a nice step in the right direction
FailSafe 5 Aug, 2024 @ 12:50pm 
great to know! thanks man
mr.napop  [author] 5 Aug, 2024 @ 11:49am 
Hey man this mod is an alternative for double armour mod, so use either one.

Updated Deadly Dynamics description, thanks.
FailSafe 5 Aug, 2024 @ 10:09am 
is the double armour x2 mod still required for deadly attack dynamics or does this tweak replace it?
mr.napop  [author] 17 Jul, 2024 @ 1:56pm 
Hello, thank you.

As the testing results show, non-ap weapons can potentially deal more damage than in vanilla due to the 0% armour cap, so existing AP is still important but not too powerful compared with base damage as it still holds potential value.

Applying a 2 multiplier with the 0% cap would make armour behave somewhat like vanilla but the point is to enhance armour efficiency inspired by Double armour for all in a more randomized way where most armour can potentially fully deflect base damage or have no impact at all.

Regarding ranged weapon efficiency, it makes lower armour units perform somewhat better against ranged as they now have a higher chance of negating base damage from arrows. Check Deadly Attack Dynamics for better ranged dynamics such as base/AP damage ratios with reduced accuracy.
HUNTER 16 Jul, 2024 @ 10:22pm 
I think this is a mode with a great idea for a solution!
However, if you increase the armor by five times, existing armor-piercing weapons will become too powerful.
In my opinion, applying a multiplier of 2 or 1.5 instead of 5 would increase the damage of regular attacks compared to the current state. This approach would not only enhance the lethality of regular weapons but also help mitigate the current trend of ranged weapons being overly strong.
mr.napop  [author] 17 Jun, 2024 @ 3:38am 
Hello Sir you're correct, the mod aims to achieve this behavior by lowering the armour cap while enlarging the armour values to compensate.

This means that all vanilla armour value of above 25 now has a chance to fully negate base damage, as they're transformed to 100+, but also has a chance to not negate at all, as the minimum protection is set to 0 rather than the vanilla 50%.

It's not directly based on the vanilla values but rather influenced by them as it isn't precise, as the examples and testings try to show, but converge roughly the same.
SirDiesAlot29 16 Jun, 2024 @ 2:43pm 
So I'm still sort of confused as to what this mod does exactly, even after re-reading the description 3 or 4 times.

If I understand it correctly; you've changed armour so that instead of acting as a damage reduction, it would rather act as random chance to fully negate damage instead. The chance of said-negation working is directly based off of how much you would expect similar armour values in vanilla to reduce the damage by.

Is that right?
pandaling 4 Jun, 2024 @ 10:58pm 
this is a very interesting concept. I can't wait to see where it goes
mr.napop  [author] 27 Apr, 2024 @ 6:09am 
Hey man you're right, added all skills, spells and items affecting armour and applied the same factor, including built in compatibility for New Legendary Lord Artefacts . Thank you, let me know if i missed anything.
Sandboxhead 25 Apr, 2024 @ 11:02am 
Your mod multiplies all armor values by 5... it screws up any campaign item or attribute which adds armor values by making them 20% as meaningful as before.
mr.napop  [author] 23 Apr, 2024 @ 2:22pm 
Damn man thank you so much, turns out some mods do have their own values, i went through all the mods in the discussions mod list and added their values/verified they have none, including SFO which added one value. If you see any armour value which isn't a round division of 5 (like 45 resulting in 9) let me know.

Regarding my other mods, only Realistic Models Alignment and Immersive Camera are fully compatible, Deadlier Engagement Dynamics and Consistent Fatigue overwrites their changes / adds more so it's your choice.
Commissar BS 23 Apr, 2024 @ 10:49am 
You say same armor values in Vanilla, any idea about your mods in SFO?
mr.napop  [author] 23 Apr, 2024 @ 2:11am 
Thanks!

The mechanic works the same for melee and missile damage, as the shield missile block chance is like melee defense, reducing the chance to hit but for missiles, and only at a forward angle (my other mod Deadlier Engagement Dynamics makes the melee defense act the same).

The mod affects other unit mods as they all use the same armour values in vanilla as far as i know, except Armoured Empire State Troops which is implemented in this mod.
VModBAddict 21 Apr, 2024 @ 8:10pm 
Also - will this affect armour globally, including mod units? Otherwise they're effectively getting an 80% armour reduction, right?
VModBAddict 21 Apr, 2024 @ 8:08pm 
Mate you are a genius. This makes so much sense!

Haven't tested at all yet but will soon and provide feedback. Can you just clarify that the mechanics you explain above will work for missile damage? In the case of shield-bearing units, how does that work? Shield block-chance, then armour block-chance?
Commissar BS 21 Apr, 2024 @ 8:03pm 
Absolutely Amazing series of mods