Total War: WARHAMMER III

Total War: WARHAMMER III

Tigermen of Cathay: SFO unit stats
26 Comments
r1kko  [author] 16 Jul @ 10:08am 
I wish someone else made the sfo submod for this, cause i dont play sfo at all and cant feel what numbers are right
EnumaEllis 16 Jul @ 9:45am 
Hey can we get an update based on the main mod? I think those number adjustment helps.
EnumaEllis 24 Jun @ 7:15pm 
That's because I think OP forgot to include SFO as a requirement?

These troops are good, but I'm hoping they get some physical resistance as well. Some of their race counterparts have them, and for their model count, they don't do so good.
sigmars_disciple 4 Mar @ 9:44pm 
I cannot find this mod in WH3MM; well I do find this submod actually but not the main mod: how weird. When I activate the submod in WH3MM it also doesn't warn me in case SFO isn't activated or the main mod (if it did the latter that would help locating the main mod as it displays the main mod's pack file name)

Maybe you could make these 2 mandatory as required items in a future update? <3
r1kko  [author] 2 Mar @ 1:00am 
cfwally ye DarkRite mentioned that, penalty will be lowered
cfwally 2 Mar @ 12:12am 
Just some feedback regarding SFO
Having Harmony in a province gives a 20% income boost and having 75+ control gives an additional 15% income boost (unlike vanilla). On the flip side having control below -75 reduces income by -30% and gives a global -1 control faction-wide. These differences make the control values on the buildings very impactful to such a degree that Ithe tigerman outpost would be a high priority building. The flat income from the blood money building is very tempting however the control penalties are currently too severe that even with the tigerman building, I can't see any time that it would be built :(
Rebelrevolver 1 Mar @ 11:46pm 
Ahh ok, I was just a bit confused. Thanks for clearing that up.
r1kko  [author] 1 Mar @ 10:09pm 
Rebelrevolver i dont play sfo and i dont guarantee perfect stats, so if new skilled guy who plays sfo gonna make submod im gonna relink to his work, but im not gonna delete this mod so saves wont break
Rebelrevolver 1 Mar @ 8:49pm 
Wait so isn't there already a sub mod for SFO with the Tigerman mod? Cause I'm using it and it works fine. Also using the unit stats and 3x submods.
DarkRite 27 Feb @ 4:32pm 
Ah, about that, I don't actually make submods for Radious anymore, there was quite a bit of drama that happened between him, and several submodders, including me. So those submods are there mostly in case anyone else asks to take them over.

I don't really intend to make it a point of doing a bunch of submods for SFO, even though I have no personal problems with Venris, the community for SFO is pretty good. I just don't want to get as heavily invested as I was in Radious.

But for this one specifically, if you send me a friend request on steam and discord I'll help out and do a quick pass on the units and such when I have a moment to do so. I'm fine with collabing, I just don't want to go ham on submods again.
r1kko  [author] 26 Feb @ 11:12pm 
DarkRite i see you making submods, can you please make submod for both overhauls? i will delete this one and link your work
DarkRite 26 Feb @ 4:32pm 
Even if a unit doesn't normally have splash attacks you can easily give them splash attacks by just changing that one value.
DarkRite 26 Feb @ 4:31pm 
Buffing a value from 1 max target to 2 will already effectively double the unit's damage. unless you also change the splash damage modifier which then changes it further, so for instance a unit with max splash of 2 but a modifier of 0.5 ends up doing about the same damage as before, just split between units rather than focused on one entity. On the other end a max splash of 2 with a modifier of 1.5 would practically triple a units damage by increasing the damage the unit does to the entities it hits.
DarkRite 26 Feb @ 4:27pm 
Changing the max splash attack targets will increase the units damage output. SFO does tend to make changes to not just the land units table, but also the main units table (upkeep and recruit cost), and then the tables for projectiles (missile weapons), and then melee weapon table, adding usually a number of contact effects but barring those some units have higher weapon strength than they do in vanilla, depends on the unit. Regardless changing the value for splash attacks will buff them, just be careful you don't overbuff them as the results from changing that value can drastically increase a unit's performance.
r1kko  [author] 26 Feb @ 1:16am 
The Dutchman there is no splash attacks in animation table for them, so max targets would not affect anything. Weapon length used to check enemies in radious and attack them, the actual hitbox length made with animation table too. I dont think changes you recommend would change anything, you can test it
Clopperz 25 Feb @ 11:47pm 
wow so fast, great work!
The Dutchman 25 Feb @ 2:40pm 
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3238848431 This allows you to easily see the values for weapon length + max targets when hovering over the melee attack value. This reveals that the Tigermen weapon stats are different from most other units in SFO.

This should help solve the underperformance issue, perhaps maybe even consider reverting some of the actual direct stats a bit to earlier, while buffing the weapon length and max targets stat.
The Dutchman 25 Feb @ 2:37pm 
Hey! I have just played some of your excellent submod, and I believe the reported underperformance is not because of the direct weapon stats. It is because of the weapon length and max targets, but especially weapon length. For all units, this is 1, even for halberds which usually have a range of 2 or greater (for monster type units). There is a handy mod that lets you know these values if you hover over the melee attack stat, I will link it in a second commend once I've found it.
r1kko  [author] 24 Feb @ 12:51pm 
Buffed more
God-Emperor Kami 24 Feb @ 12:46pm 
Ok so after some further testing, what I am finding isn't the damage output being bad but just their durability, and this is due to them being easily surrounded by infantry sized models. I tried using them as a support role by mixing them in with infantry, but they tend to push farther into the enemy and getting surrounded their as well.
r1kko  [author] 24 Feb @ 12:28pm 
Still underperform with such stats of this submod? Holycow
God-Emperor Kami 24 Feb @ 12:19pm 
Appreciate the submod! Been checking every day since the mod came out for an SFO submod. Idk if I am misusing them, however I feel like they are underperforming to a degree based on my testing. Low health and lack of splash attack makes them feel squishy and underwhelming imo.
tww2alldlc_pro 24 Feb @ 6:50am 
dnt know tables , but i would suggest for gorillas like 1k hp per entites , trolls and other monsters have this valous with same unit number and for tigerman , 12 k shuld be good , proably better than current hp values .
r1kko  [author] 24 Feb @ 6:45am 
tww2alldlc_pro do you know tables? can you please drop the entity hp you think fair for tigas and gorillaz
tww2alldlc_pro 24 Feb @ 6:44am 
and most of sfo unit with around 40 entites have around 14k hp
tww2alldlc_pro 24 Feb @ 6:22am 
it looks like sfo hp pool for units its still too low , when compare new gorilla units with khone bloodbeats , there is like 7000 point difference with s units count