Total War: WARHAMMER

Total War: WARHAMMER

Higher Replenishment Rates
54 Comments
™TheGame™ 18 Dec, 2017 @ 12:33am 
you are awesome!
comdude2 3 Aug, 2017 @ 12:28pm 
You're a life saver, was sick and tired of seeing my lords lose like 30% of their health from 95% auto resolve chances :'(
Clown  [author] 24 Jun, 2017 @ 7:06pm 
That's odd. It was up to date for me. I updated it anyway, just incase.
Pimpin Pippin 16 Jun, 2017 @ 2:46am 
Thanks for making this mod.
Any chance you could "update" it so the game/steam thinks it is no longer out of date?
Cyric 5 Mar, 2017 @ 7:45pm 
Huh. Alright, it's not working for me. Must be some conflict with another mod on my end then. Well, thanks for checking.
Clown  [author] 5 Mar, 2017 @ 7:30pm 
Tested on a Bretonnian save file:

With Mod on:
Replenished 24 men per turn in a neutral region while encamped.

With Mod off:
Replenished 12 men per turn in a neutral region while encamped.

It works.
Cyric 5 Mar, 2017 @ 6:59pm 
Are you sure it's functioning for Bretonnia? Certainly doesn't feel like it is...
Matthias 9 Dec, 2016 @ 10:11am 
ah OK
Clown  [author] 9 Dec, 2016 @ 9:18am 
I don't have plans to make more mods.
Clown  [author] 9 Dec, 2016 @ 9:18am 
Yes it's up to date.
Matthias 9 Dec, 2016 @ 7:59am 
is this up to date and ccan you made a chaos and beast men ony verssion
Yerbamootay 31 Oct, 2016 @ 12:02am 
What's the compatibility like? Is it compatible with other mods that change things about movement, encamping, raiding, and their stats and etc?
D A D 25 Aug, 2016 @ 11:46am 
Is there any way a mod could be made to increase the replenishment for only large units? I feel like the infantry replenishment is balanced but since obviously auto resolve still beats up large units they need to heal faster to be more viable (I can't use the Dragon Ogre Shaggoths because they just take too much of a beating, but they're amazing in manually resolve when they're full health)
F.O.A.D. 2 Aug, 2016 @ 7:16pm 
Is it possible to have "one turn replenishment" ie 100% instead of 10%, 15%, 30% etc?

Wonder why we can't just buy reinforcements for our depleted units. lol
Ole 29 Jul, 2016 @ 3:10am 
Any idea how this affects difficulty? I feel that replenishment takes too long, but I fear that shortening it might strengthen the AI too much.
Clown  [author] 28 Jul, 2016 @ 7:10am 
Updated for dem Beastmen
ASIO 27 Jul, 2016 @ 4:51am 
Thank you for this mod i was gonna rage quit as franz sent 3 armies at me i won but it was gonna be 12 turns for all my units to heal fully, please keep it updated :steamhappy:
Alexblade 8 Jul, 2016 @ 1:19pm 
Is there a way to increase chaos replanishment rate based on chaos corruption inside the region/Province? it would be awesome.
Varlun 8 Jul, 2016 @ 12:46pm 
I would like to see this, as it would make unit deaths matter. Rather than just throwing numbers at something, autoresolving, then burning turns to replenish.
Varlun 7 Jul, 2016 @ 6:46pm 
Can you make a mod where there isn't any unit replenishment, except maybe at settlements?
root@DePaul_University 15 Jun, 2016 @ 4:46pm 
Okay, Thanks.
Clown  [author] 15 Jun, 2016 @ 4:44pm 
It is compatible with your current save
root@DePaul_University 15 Jun, 2016 @ 10:14am 
Can I use this with my current save file or do I need to make a new one.
Clown  [author] 10 Jun, 2016 @ 10:38pm 
Updated. It should be compatible with many more mods now.
KimjonIl 10 Jun, 2016 @ 9:28pm 
needs to clean up his mod so it only affects replentishment
Annoying Goblin Virgo Durai 8 Jun, 2016 @ 6:48pm 
This mod affects my other mods, specifically the ones that change the march speed to 0%
Vegeta777 1 Jun, 2016 @ 5:19pm 
For those looking for a greater challenge from chaos, grab this mod. Chaos becomes so much harder to deal with when this is on, razing the entire north in my campaign
Galdred 31 May, 2016 @ 5:14am 
Is it not possible to only give higher regen rates to units with a low unit count, so that large units don't benefit from it?
Like through a perk?
Clown  [author] 30 May, 2016 @ 11:58am 
Yes this works for the AI too
Rakaranok 30 May, 2016 @ 7:55am 
does the ai have this as well?
trooper404 29 May, 2016 @ 10:08pm 
I see. Thanks.
Clown  [author] 29 May, 2016 @ 10:05pm 
@trooper404 I basically doubled the base replenishment rates.

So instead of a 10% base replenishment rate, I added another 10% on top of it.
trooper404 29 May, 2016 @ 9:45pm 
How does this mod work? Do i have to have long wait to see the improvement?
Let's say, if I have to wait 4 days, 15 % less is still pretty much 4 days as the time unit in the game is a day. Or does it make 3 days then?
Sir Harlz 29 May, 2016 @ 11:28am 
Thank you.
Clown  [author] 29 May, 2016 @ 11:24am 
Yes it is saved game compatible. I'll put that in the description!
Sir Harlz 29 May, 2016 @ 11:11am 
Does this work with saved games?
BenderUnitGER 29 May, 2016 @ 12:05am 
TW has this problem ever since. The big Units with small membercount always get killed first or reduced too much by autoresolve. I'd appreciate if they could fix this stupid shit but until they do so this mod has to suffice. Thanks for this mod.
[ĜĞ] Locke 28 May, 2016 @ 7:54pm 
Thanks for the mod! I had the same problem as Chaos using autoresolve. I'm still annoyed by having to manualy encamp and change stance 2x a turn with each stack but this will help a ton.
Sovereign 27 May, 2016 @ 4:00am 
Its a shame but I read somewhere that units with small numbers like monstrous units are mathematically just doomed to die in the autoresolve (Well done CA -.-). On the other side high numbers with high armor are totally overpowered in autoresolve this is why Chaos and also the Dwarfes to a good extend are so Overpowered in autoresolve. My advice use this awesome mod. (Thank you Nihilist Clown) as the only alternative is to play ANY battle manually or to waste tuns by recruting the big units only before a battle and then dismiss them agian. Well have fun with that.
The Bro Stump 26 May, 2016 @ 2:54pm 
Thanks for the mod. Now i can keep throwing Karl Franz into the fight against the Vamps without slowing down my march too much. Also adds nice touch i think that if you let the enemy army esacpe that can come back at you full strength. Gives more importance about being able to chase down the enemy after a fight. :)
Clown  [author] 26 May, 2016 @ 2:43pm 
Even in total stomps, my monstrous units still take a lot of damage. The autoresolve could say 90 - 10 in my favor against a stack of enemies, but the autoresolve decides to reduce my giant's and lord's health by 80%, while leaving the rest of my guys just fine.

That happening wouldn't be as annoying if the replenishment didn't take forever. So, I made this mod for myself, and uploaded in case other people felt similarly.
Siren System 26 May, 2016 @ 2:32pm 
Wait what kind of fights are you autoresolving if your units are taking that kind of damage? You should really be fighting anything but total stomps.
Harmonium 26 May, 2016 @ 4:30am 
Yes a nice cheat mod for the fun. Can you make one ?
Krios 26 May, 2016 @ 2:38am 
Great work! My Kholek Suneater was constantly at around 20% max hp, and it REALLY slowed down my campaign. This helps so much. Thank you.
Czort 26 May, 2016 @ 2:00am 
cool, and from the othes side not cool ;p thanks for it, it will safe so much time :D
Clown  [author] 26 May, 2016 @ 1:40am 
It should affect everyone, not just the player
Czort 26 May, 2016 @ 12:53am 
this mod boost replenishment rates for player only or for all (player and AI) in campaign ??
Clown  [author] 25 May, 2016 @ 8:53pm 
@E.Y.E sounds like you want a full cheat mod? I don't fully understand what you want
Clown  [author] 25 May, 2016 @ 8:53pm 
@Th0rzer0 yep I've been playing as Chaos a lot. My Chaos giants are getting their healths back very nicely. Hope you have the same results!
Tн0яZєя0 25 May, 2016 @ 8:46pm 
Nice, I was having problems with my giant’s losing a crap ton of life as you describe even vs an army that is completely inferior. I hope this helps, Thx.