Total War: WARHAMMER III

Total War: WARHAMMER III

Beesden's Closer to Tabletop
230 kommentarer
Beesden  [ophavsmand] 28. juni kl. 9:37 
@sephiroxical19981202

There's a few drastic changes from vanilla - on tabletop, there's no precedent for Dwarfs being good at receiving charges - in fact their rules boost their charge profeciency instead. https://8th.whfb.app/special-rules/resolute-dwarfs


I've pushed a change that makes a few fixes tweaks to the dwarfs:

* The tabletop rules for doomseekers donm't have them particularly powerful. I tried to stick to these rules, but I think making them just more hench giant slayers might actually provide better gameplay variety
.
* Grudge Settler artillery units now properly use cluster-style projectiles instead of expecting to use the same missiles as their base variants. Other grudge units are untouched.

* Also fixed flamethrower units, such as gyrocopters with brimstones guns
sephiroxical19981202 27. juni kl. 15:39 
And the grudge settler version of grudge throwers actually do zero damage in this mod... That's not an exaggeration, I have helper UI on and it shows that I do zero damage after they have already fired more than a dozen shots. The shots exploded in mid air and does nothing.
sephiroxical19981202 27. juni kl. 14:54 
Doomseekers is a single entity with 35 weapon strength? I assume he deals damage mostly through the whirlwind in this mod then. Also no unit in the Dawi roster has charge defence, drastic change from vanilla. I guess you're supposed to counter charge every thing.
Beesden  [ophavsmand] 20. juni kl. 15:39 
Updated!
Mumion der Unsterbliche 20. juni kl. 10:32 
Update PLEASE !
Urgat 15. juni kl. 5:16 
I miss CTT so much. I hope some day some people will do compatibility patches for the main modded factions (the OVN ones, Nagash, TKE...) so I get to try out your version :steamthumbsup:
Beesden  [ophavsmand] 17. maj kl. 6:19 
@Gravenwitch The rules for doomseekers can be found here:
https://6th.whfb.app/unit/doomseeker

I found them very hard to translate into the game, as they cause a lot of hits based on how many models are around them - but this doesn't necessarily translate into more damage. So the idea was that throwing them against a blob of units (i.e. clanrats) they would cause a lot of damage, whereas against monsters they wouldn't be quite as effective.

I would be curious how you would envision them performing ingame to make them perform more akin to tabletop?
Gravenwitch 11. maj kl. 21:30 
Thanks for a great mod!

Would you consider taking a second look at doomseekers? I am not suggesting re implementing them as a hero, but their melee weapon damage (35) is far below every single entity unit in the game. IIRC whirlwind of death gave d3 hits on single entities which could be abstracted as a higher weapon damage / bonus vs large on the mortis engine effect. Additionally their upkeep cost is ludicrously low at ~100 for a unit of its power. The unit is plenty useful, this observation was just something that felt a bit off coming from tabletop. I love the rest of the changes!
sarumanthecursed 4. mar. kl. 20:46 
In order to not waste a skill point, I would recommend removing the hunger from vampire lord and heroes skill trees
sarumanthecursed 4. mar. kl. 20:32 
Ghostly howl from banshees does very little damage and seems to miss even at point blank
sarumanthecursed 4. mar. kl. 20:05 
Minotaurs of Khorne have Bloodgreed and Goregreed, same icon and similar effects, except for Gore greed it isn’t listed what increases the intensity
sarumanthecursed 4. mar. kl. 19:53 
Balefire carts still seem very underwhelming for just -20 mastery in a small area.

I would add a silence, or increase miscast chance or a draining enemy winds of magic, they just seem rather redundant
sarumanthecursed 3. mar. kl. 6:29 
I would suggest adding submod link in the description
sarumanthecursed 2. mar. kl. 10:06 
Unless you plan to change every technology building and skill point in the game in regards to barriers, I think that the submod is essential

Otherwise, it negates a whole entire aspect of the tzeentch campaign and makes a lot of parts of it just useless and redundant, making for a very Janky campaign
Beesden  [ophavsmand] 2. mar. kl. 9:19 
In terms of Barriers, i don't think these fit into the CTT pattern exactly - since they _prevent_ damage as opposed to _reducing_ damage, it essentially results in models lasting longer (and thus getting more shots) then an equivalent unit. This is then coupled with the regenerating factor of the barriers, which makes like-for-like blows hard to emulate.

Instead, I've created a sub-mod which replaces all the Tzeentch ward saves with barriers. If popular enough, I can easily merge it with the main mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3437221393
Beesden  [ophavsmand] 2. mar. kl. 9:05 
* Strigoi upkeep is higher because they have Regeneration / Poisoned Attacks. This uses Cataph's core formula for calculating cost / upkeep
* Balefire carts provide a magic debuff versus an explicit fire attack
* Breath attacks are always a bit peculiar, seems they require specific trajectories to do proper damage. There's a few projectile-related fixes I think I need to look into when I have more time
* Have fixed 'The Hunger' and 'The Curse' passive to prevent duplicates. It still might appear in the tech trees and not do anything, but as a quick fix should prevent over-regeneration or too much damage occurring.
* Perfect vigour is an upgrade, the existing vigor upgrade is only when a lord is nearby
sarumanthecursed 28. feb. kl. 8:07 
Strigoi ghoil ling upkeep is ridiculously expensive, 800 compared to vampire lord’s 400s when they have very similar
sarumanthecursed 28. feb. kl. 7:26 
Please reinstate barriers for tzeench campaign
sarumanthecursed 28. feb. kl. 7:19 
Vampire heroes start off with the hunger yet they can unlock a second version the other skill tree
sarumanthecursed 27. feb. kl. 20:02 
Arkhan has 2 versions of The Curse, 1 vanilla and one simple explosion,
I recommend combining the two
sarumanthecursed 27. feb. kl. 3:25 
Menfreed can get 2 The hunger passives through his skill tree

Balefire corpse carps has lost a lot of its use by removing its grant of flaming and magical attacks

Pestilence Breath from Manfred Zombie Dragon does very little damage, good at disrupting though (unsure if intentional)

Vampire Technology granting Perfect Vigour for skeletons is largely useless now
Beesden  [ophavsmand] 16. feb. kl. 13:54 
Fixes:

* Gave Teclis stats for a horse instead of an eagle
* Created new icon for Forest Stalker
* Fixed new unit names for 'We's Speshul' compatability
Beesden  [ophavsmand] 16. feb. kl. 13:53 
@sarumanthecursed

Most of these are working as intended:

* I couldn't see the slayer passive for pink daemon lords... you mean the Heralds?
* In my tests, slashing attacks were quite effective (tested against skavenslaves)
* Doom Knights have magical attacks since the Disc of Tzeentch grants them 'Daemonic Attacks'
* I was unsure what to do with Barriers, I was going to tweak the campaign mechanics to be 'add +N barrier' vs 'add +% barrier' so that it becomes campaign specific
* Pink fire should be better versus blobs, blue fire versus single targets... just like canons / grapeshots. In practice, it's likely one is better than the other
* Nurglings are supposed to have 100 strength, as they have 4 attacks. I haven't done extensive in-game testing on swarms . They also do not have poisoned attacks.
* Bloodgreed applies three stacks of frenzy - which removes the ability to 'parry' If no shields, this has no ingame effect (IIUC)
sarumanthecursed 10. feb. kl. 16:34 
Tzeentch pink demon lords when on flying discs have the “slayer” unit passive
sarumanthecursed 10. feb. kl. 16:23 
“Slashing Attacks” bombardment from screamers of tzeentch doesn’t seem to do any damage or much disruption, the ability feels kind of pointless
sarumanthecursed 9. feb. kl. 9:42 
Teclis is Bugged, he flies on the air on his Ilthimar Stead (horse mount) with no animations
sarumanthecursed 4. feb. kl. 6:48 
Barrier hit points are so integral to the tzeetch faction that by removing it so many skills, buildings and tech technologies become utterly worthless
sarumanthecursed 3. feb. kl. 20:04 
“Bloodgreed” reduces shield defence of generic minotaurs, yet they have no shields
sarumanthecursed 3. feb. kl. 20:01 
Hell Scourges units in the slaanesh roster are practically redundant and don’t feel any purpose that the regular units don’t, they barely have any difference in stats either
sarumanthecursed 3. feb. kl. 17:24 
“Loec’s Shroud” & “Forest Stalker” use the same icon (Loecs Tricksters war dancer ror)
sarumanthecursed 2. feb. kl. 16:04 
shouldn'y nurglings have poison?

in comparison plaguebearers feel very weak
sarumanthecursed 2. feb. kl. 15:07 
are nurglings supposed to have 100 weapon strength ?
sarumanthecursed 2. feb. kl. 15:05 
with the removal of physical resist from demons, magical attacks become very useless, not much need to diversify army damage types now
sarumanthecursed 2. feb. kl. 15:02 
Pink Fire of Tzeetnch and Blue Fire ammunition types both have the same number of projectiles,,,, making Pink Fire vastly superior in basically every way
sarumanthecursed 2. feb. kl. 14:58 
i feel like barrier shields should be reinstated for tzeentch the conversion to ward save is just op and too much, kairos has 72% ward save at level 1....

not too mention several buildings and techs rely on buffing barriers replenishment and by removing barrier it makes a lot of this useless
sarumanthecursed 2. feb. kl. 14:48 
i feel that the passive of tzaangors should be added back, it was unique distiguisher that they became stronger as units casted spells

also the doom knights have magic attacks where the other mortals in the roster dont, why the change here?

mutalith vortex monster has no magic attacks, seems odd for a beast made of magic
clotilde 27. jan. kl. 2:12 
直升机的攻击动画有问题,看起来像喷火器向天空射击,而且攻击特效不会消失
Beesden  [ophavsmand] 26. jan. kl. 6:09 
Have pushed an update:

* Have applied a fix caused by battlefield engines with the same model having different projectiles. This caused the Blessed Trebuchets to lose their magical attacks, as well as a few other units.

* All infantry with Spears, Halberds and Pikes have now received a slight MD debuff (similar to Cavarly w/ lance debuff) to balance with the Charge defense buff. This makes them more in line with the anti-shock TW role for spear units.
Beesden  [ophavsmand] 26. jan. kl. 6:07 
@sarumanthecursed

* Upon loading the game, I see only one 'Blessing of Asaph rule applied... there's definitely a lot of campaign abilities that need to be properly aligned (i.e. Frenzy) and de-duplicated - which as mentioned above is something I want to do when I have a bit more time to investigate.

* I've tried to standardise the RoR bonuses based on other effects etc. Yeomen archers (RoR) are given Poisoned Attacks at +5 points each (matching +5 points for Peasant Bowmen Flaming Attacks rule). Knights of the Lionhearted are given Immune to Psychology (+3 pts) and Magical Attacks (+3 points).
I see the RoR as 'unique' units so making them more expensive makes sense as they don't fit into the regular army composition does make sense to me.
sarumanthecursed 23. jan. kl. 12:46 
fiedl Trebuchets and blessed field trebuchets are identical units with differing upkeeps
sarumanthecursed 23. jan. kl. 12:45 
same with yeomen archer RoR massive upkeep difference for just a contact effect
sarumanthecursed 23. jan. kl. 12:42 
There is basically no difference between the Knights of The Realm unit and the RoR.

RoR has magic attacks, but that is most definetly not worth the steep upkeep difference, not too mention physical resistance has been replaced almost across the board with ward save, making magic attacks essentially useless
sarumanthecursed 12. jan. kl. 13:55 
blessing of asaph is not overided btw she has both in game
sarumanthecursed 11. jan. kl. 8:44 
Any thoughts in the skelly boys? Warriors are pretty redundant
Beesden  [ophavsmand] 11. jan. kl. 8:23 
@Orendiz

Correct - They're stronger, but there's less of them so the overall unit costs less.
However I noticed that they should have dual weapons and they didn't, which significantly buffs them _and_ increases their cost.
Beesden  [ophavsmand] 11. jan. kl. 8:23 
@sarumanthecursed


* In TT, construct units are unbreakable. In order to make unstable work I removed this, however it makes units susceptable to fear. I have instead populated ImmuneToPsychology for these units
* Ancestral Warriors giving ethereal. In vanilla, tey also were not unbreakable and I didn't want to add too many custom rules to Cathay
* CTT blessing of Asaph overrides default one. Upgrade one still exists however...
* It's likely an upgrade for snikch to provide magic attacks
* This mod was intended to only change unit stats, not VfX - I don't really want to have to support all current and future models
* I can take a look at breath weapons soon. Possibly also fire throwers are affected
* In terms of Great Eagles, what are you referring to? In the mod they are also 12-models strong
Orendiz 9. jan. kl. 4:19 
All i have to say is, Orc big 'uns are somehow cheaper than orc boyz, at least in custom battle.
sarumanthecursed 6. jan. kl. 18:13 
Additionally, by removing the specializations b/w necrosphinx being Anti large and Warspinx being anti infantry,

They both essentially feel the same role now, except the Necro Sphinx have better stats, they’re both just anti-infantry with different looks,

There’s really no reason to ever go the warsphinx over the necrosphinx
sarumanthecursed 6. jan. kl. 18:08 
As of right now, the skeleton Warriors of TKs are a completely defunct unit. There is absolutely no reason to get them.

Skeleton spearMen and Warriors have the exact same stats, but spears get fight in extra ranks, charge defence and bonus vs large. Both units are available at the same tier and have no cost. There is no reason to get warrior.

At the very least get Warriors, some bonus vs infantry. Otherwise there’s just no point having them in the roster.
sarumanthecursed 6. jan. kl. 15:46 
Also i feel like General of Undeath and Fallen Hierophants is enough dps, with the addition of crumbling and unstable on top of it, the undead just get fuked