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Same with artillery, will be deleting obsolete mods that no longer are supported to clear up some clutter.
Sorry for ghosting you all like that. My dog got diagnosed with CHF and it was taxing mentally and financiallyand I was fed up with WH3 for updating so often and breaking everything.
Keeping so many mods updated was taxing on me and frankly I was not finding joy in modding.
But worry not for I am back and will start updating my mods in order.
Again sorry for ghosting y'all.
Thank you so much for your hard work!
There is always chance, but I have a lot of mods to do, to make up for me slacking off for past month.
Since I don't have to go to work tomorrow I will update some outdated mods. Not all, but I will try to fix as many as possible.
Original author was Coffee_800, he had both 3x and maybe 4x, but he stopped modding and deleted his workshop so I picked up his old work.
I don't have 3x or 4x mods yet.
Having to maintain 34 double unit size mods and making atleast 8 more, is taking huge amout of my free time.
It will take a while to make and if I want to make even 1.5x mods. I would have around 100 mods to maintain and it would be too much on one person.
It is possible, but I can't promise them in near future.
Took a look at Duke's damned nations and it's overhaul mod, so it won't work with vanilla double size. It would need it's own double unit size mod. As this is only vanilla and not done with any overhaul in mind.
Weird cause this mod doesn't touch UI. Seems like Duke's damned nations mod is at fault. try this mod alone and then Duke's damned nations. Cause this only changes unit size, hp and few spells. Nothing which should disable UI or flying units.
In any case I am looking forward to seeing how it all plays out with this mod as more units is always more fun, I am curious how the pirate handgunners perform with double the guns.
Which is mainly why I imagine you do not want to create individual faction mods as it becomes a lot of work, I did not realise you actually did all of those good modpacks as well...
I use and older version of the game currently for that reason and had to edit a couple of the entries on your mod as it looks like they changed the name of the train mounts and referenced a new unit.
Glad you like them.
In my campaings I didn't found VC more powerful than others. Only thing that broke balanced is other mod I was using with removes healing limit. During my combined 700 turns I didn't find factions that was too unbalanced. Some mods that removes unit cap like lost calm jurassic are outliers though, in which case you will find lizardmen tough to handle in early game.
Unless you didn't mean your reply to me, but to LittleSlime, in which case you can ignore my reply xD
I know, but I want to keep editing same as original autor made, that's why some tables are doubled like regeneration. I kept all edits in the spirit of original so that's why I don't want to touch those tables more than I need to.
In case of single faction double unit size, It's not on my list for now. Need to update my mods, that causes problems first.
I could made double unit size mod like you suggest, but it would not be balanced around my other mods, so I would need to make separate versions for all of them. Which just isn't worth it.
Mod balanced like you thought is already on workshop under name True unit size. It just doesn't have as many submods for other unit mods like this one for now.
What you would actually what to do is half the healing to make the unit heal at the same rate as before in terms of hp/s
I imagine the vampire counts and vampire coast are significantly more powerful with this enabled.
Special ability phases are spells.
Unit size global - doubling siege vehicle health? Probably dont need to to touch this unless you find the siege vehicles are too tanky
Unit stat to size - The scaling values for different unit size settings from the options menu - This is the stat values for single entities and how they change based on the difficulty
You could always just download a pack file manager and then edit it yourself.
All you would need to do is delete the units out of the following ones:
Battle currency - This is where they increased the costs of the army abilities to take into account the increased unit numbers so your greenskin waaaagh doesnt recharge instantly due to the numbers involved (I assume)
Battle entities - I havent played this mod yet but I would guess this is to make the models larger for single entity units, as in physical size increasing
Land units - To increase health and mount numbers (you need to edit the mount numbers for mounted units to match up)
Main Units - Unit count increase
It is possible, but it's too much of a hassle, for now.
Maybe in the future, I am not playing much of Warhammer as of late.
But I will update some of my mods to not cause CTD anymore.