Total War: WARHAMMER

Total War: WARHAMMER

Slayers Lore and Fairness Mod
21 Comments
Elchman69 27 Apr, 2020 @ 6:38am 
yes thanks anyway for your tutorial :)
Brujah  [author] 27 Apr, 2020 @ 6:31am 
Apparently I can, but didn't need to as you managed to work it out. :)
Elchman69 27 Apr, 2020 @ 3:06am 
hello, I tried your tutorial on adding a unit cap but it crashed the game, can you help me?
Brujah  [author] 5 Oct, 2017 @ 1:00am 
Not that I ever found unfortunately, BrutusCz. It was only through trial and error that I worked out the garrisons ate into your total available units.

Conceivably you could set up some kind of formula to work it out for any given number of garrisons containing the units you're working with. I don't know how (or if it's even possible) to actually implement that such that it would be shown in-game though.
BrutusCz 4 Oct, 2017 @ 12:33pm 
Damn I am sad I didn't find this mod 2 days ago. :D Would be great help, sadly I had to find a way hard way how to do this mod. But thanks, I was losing my mind my mods doesn't do what I want only to find out that garrison also eats the capacaity... damn...
Do you have any idea if unit count can be diplayed in some visible way? In faction effects it would be best.
pistolhamster 15 Jun, 2016 @ 12:04am 
It definitely helped slayers survive longer in autoresolve - which is horribly broken - I know ^_^. I have kept my initial slayer unit with Ungrim Ironfist - and while I yet have to face trolls and ogres in battle, they did fine on flanking versus armor orcs and to beat down Ironhides' Doomdiver catapult. Didn't see dwarf AI use them at all in any of the factions so far.
Brujah  [author] 14 Jun, 2016 @ 12:52pm 
I must say that I doubt it will be taken into consideration in respect to the AI, unfortunately. The AI on the campaign map performs scripted actions as far as I know and it's beyond my ken to modify those. Do let me know what you discover though. :)

Auto-resolve should be affected, though it's pretty out of whack by default.
pistolhamster 14 Jun, 2016 @ 5:39am 
Thanks Brujah, Dwarf units are very expensive already, so the upkeep of 250 is still a lot. He starts the game with 1 of them. I wonder how this affects the campaign AI? Will the Dwarf AI factions like Karak Azul, Zhufbar and Karrak "know" this so they will field more slayers - and bankrupt themselves with them? Does this affect auto-resolve results? It shall be interesting to see how it affects Dwarf factions.
Brujah  [author] 14 Jun, 2016 @ 5:16am 
Hiya Pistolhamster. It is indeed. They're 250 with Ungrim Ironfist as the Lord.

Obviously a bit more in practice with upkeep increases. I toyed with the idea of shifting his bonus over so it only affected his own army. Seemed unnecessarily harsh though.
pistolhamster 14 Jun, 2016 @ 4:04am 
bliporama, did you even read the reasoning behind? The way Warhammer Total war adapts the TT ruleset makes me question why YOU play the game in the first place. It takes several liberties, and one of the seems to be making slayers close to useless, which they aren't in TT IIRC.
pistolhamster 14 Jun, 2016 @ 4:00am 
I like the cut of your jib. The Slayer's situational strength makes this a beautiful rebalance to read. I will try this at home tonight and see how it affects my current, fresh dorf campaign.
Is the Slayer Lord -50% upkeep reduction effective still? He is my starting Legendary Lord.
Brujah  [author] 12 Jun, 2016 @ 1:18pm 
...I do not do that. I use them as they are intended in the lore, which is to fight the biggest thing on the battlefield. Right now the prohibitively expensive buy-in for them makes that a complete waste of time. Why would you field Slayers when you can field Hammerers who are pretty much just as good at fighting Monstrous Creatures and considerably better at fighting everything else, but cost about the same to access and the buildings you need also provide access to other units and upgrades?

But hey, why bother actually giving it any thought when you can just post on here and insult me instead of the reasonable thing, which would be just to say nothing.

I didn't force you to download it, did I?

People piss me off sometimes, seriously.
Brujah  [author] 8 Jun, 2016 @ 5:37pm 
A major update today! Slayer buildings now increase your maximum number of available Slayer units. Tooltips in-game show the changes and everything. :)
Brujah  [author] 6 Jun, 2016 @ 5:10am 
New version available. Campaign Cap is back in, but increased to 8 to accommodate some sort of hidden variable which prevents recruiting to the configured Cap. See the Change Notes for more details.
The.Bat 4 Jun, 2016 @ 10:39am 
Some people are just stupid assholes.
Brujah  [author] 3 Jun, 2016 @ 1:22am 
Did you actually read the thing before commenting, Vorta? I almost doubled the upkeep.
Blunder Bro 2 Jun, 2016 @ 7:54pm 
ooohh while we're at it why don't we make all untis for players free recruitment and upkeep and A.I has 1000% increased recruitment and upkeep!!!? ... oh becuase thats stupid...
Brujah  [author] 2 Jun, 2016 @ 7:26am 
I have a new version which people should install for now. See the Change Notes for details.
GPM 2 Jun, 2016 @ 4:42am 
That's a very good idea/mod for another playstyle. Thanks for this Rated!
Brujah  [author] 30 May, 2016 @ 12:44pm 
Cheers FeralJim, those are exactly the attributes I was trying to achieve. :)
FeralJim 30 May, 2016 @ 8:40am 
Honestly, both of your versions make for really cool, lore friendly changes. The first one is a bit more on the side of a Total War mod, and this one is a bit more on the side of a Warhammer mod. Cool to see you give us both sides!