Total War: WARHAMMER

Total War: WARHAMMER

Slower Combat
109 Comments
Department of Homeland Security 22 Apr, 2018 @ 8:44pm 
This mod doesnt account for unit hit chance against a lord so the lord can kill almost 3 entire units without dying. Ive noticed this in about 5 different battles from my dwarves campaign
cG. KCIV 25 Oct, 2017 @ 5:14pm 
@lampros how did you do that manually?
Lampros 16 Oct, 2017 @ 4:34pm 
Mad Max,

You can adjust archer power manually - as I did.
Leon kennedy 15 Oct, 2017 @ 2:06pm 
this would make archer units over powered
Celtik  [author] 8 Oct, 2017 @ 5:52am 
This is how the formula works in the game, I think it could be useful to know:

Hit Chance = (Unit A Melee Attack - Unit B Melee Defense) + Base Hit Chance
Let's say your unit has 40 MA and the target has 30 MD --> (40 - 30) + 40 = 50% hit chance.

I added the values in the description.
Celtik  [author] 1 Oct, 2017 @ 4:31am 
@Thursdaythe12th: That's good to know, thanks. It's a simple mod in its structure so yeah it should work fine for TWW2.
Thursdaythe12th 1 Oct, 2017 @ 2:03am 
Seems to work for TW2 :steamhappy:
Celtik  [author] 3 Sep, 2017 @ 3:51pm 
Yeah it makes the missile units more useful than vanilla. The best way to mod the speed of battle would be to decrease damage for all units but that has to be done for each unit separately (as well as ammunition, spells, abilities...) so that's a huge amount of work and the mod wouldn't be compatible with new units anyway.

You could see this mod as an alternative version of vanilla battle.
masarius 27 Aug, 2017 @ 2:30am 
Hey,

I suggest to tune down misslie damage a bit. Currently even low tier arrow units feel like they consist of sniper :D Not your fault I know, but even low tier units are doing extremly well. With the 50% miss chance for melee and the sniper like units the balance is a little bit off. I suggest something like 10% nerf, nothing fancy.
Dmformom 26 Aug, 2017 @ 9:33pm 
Compatible with Steel Faith?
Hydra20 26 Aug, 2017 @ 3:58pm 
This is definitely a great mod. Thanks for your hard work!:steamhappy:
Revelation 26 Aug, 2017 @ 10:33am 
Does it make arty/ranged units OP ?
ChrisFace 14 Aug, 2017 @ 12:47pm 
Ah, cool. I guess my own extreme numbers were... well, too extreme, and that fixed my issue. Thanks for sharing your info, I'm starting to wonder if wanting to extend combat time, I should rather increase health, ammo and fatigue for all units instead of using the to_hit chance. To the Lab!
Celtik  [author] 14 Aug, 2017 @ 11:54am 
@ChrisFace: So I just tested with the coefficient set to 0.5 and I have mixed results actually. I did some 1v1 lab testing first Wildwood Rangers vs Bestigors and then Hammerers vs Black Orcs. Each time I did the battle in vanilla, then with my mod and finally with my mod and the coefficient set to 0.5, all other parameters remained the same. The results closer to vanilla were always my mod unchanged. With the coefficient set to 0.5 it seems to add a lot of diversion in the numbers, making it somewhat more random. I'll leave it as is for now, thanks anyway for the info it was worth testing :)
ChrisFace 14 Aug, 2017 @ 10:59am 
I found this variable only recently after having made exactly the same mod as this, except my values were much lower, in an attempt te extend combat even more, but this made different tier units completely outmatched. I found it 5 forums deep and it fixed my issue! I hope it helps!
Celtik  [author] 14 Aug, 2017 @ 10:16am 
@ChrisFace: Thanks for the hint, I'll try it and see how it goes.
ChrisFace 14 Aug, 2017 @ 6:32am 
@CeltiK, I would recommend you set melee_hit_chance_normalisation_coefficient to 0.5 to rebalance the attack and defense stats closer to vanilla. Merely reducing the melee_hit_chance effectively increases the gap in units' skills, unless that is what you are going for. Just my 2 cents as a fellow modder!
Valse Griffyre 11 Aug, 2017 @ 9:24pm 
@Riekop

At least ranged units now play a much bigger role... in turns making cavalry important to get rid of enemy shooters. Smart Tactical Situational Awareness. lol:Attacked:
Riekopo 11 Aug, 2017 @ 7:35pm 
If melees take 50% longer won't this make it much easier for ranged attacks to destroy your army?
Avalen 10 Aug, 2017 @ 4:22pm 
Working awesome! Just realised you might need to modify the Norscan rage and beserk abilities though. Currently they get stronger every 45 seconds in combat, but if combat is now lasting twice as long it might be worth bumping this up a bit. Other than that its awesome as always :)
Celtik  [author] 10 Aug, 2017 @ 10:37am 
Mod has been updated, enjoy!
Hannibal The Snowman 7 Aug, 2017 @ 1:48pm 
Was wondering if you'll be making a mod like this for Warhammer 2? as i really like this mod and it just makes the battles so much better.
steelwarrior77 19 Jul, 2017 @ 10:01am 
Thanks - could you make aversion that will reduce 80% for even slower battles? and with even more morale - just my taste - having even slower battles...
Reinfarcements 13 Jul, 2017 @ 10:43am 
@CeltiK Thanks for the reccomendation, I'll definitley give it a try.
Celtik  [author] 13 Jul, 2017 @ 6:59am 
@themusicman: You're welcome. Try this mod with Longer Battles Morale, that mod was made by a friend of mine and is fully compatible. he has made some interesting tweaks to the morale mechanics and both mods combined should make the battles last longer. Maybe you should try it and see how it goes.
Reinfarcements 13 Jul, 2017 @ 6:38am 
@CeltiK I see, that makes sense. Well, I just have to say I love the idea of keeping Vanilla balance while also making battles longer, which is why this is my favorite battle mod by far. If you ever do find a way to make the battles even longer, I am definitely going to be the first in line. I hope you continue your modding quest into TW: Warhammer 2, because I'm sure its going to be just as fast if not faster than this game. Thanks again!
Celtik  [author] 12 Jul, 2017 @ 5:11pm 
themusicman: Thank you for the support, I appreciate it! I don't think that reducing the hit chance further would be a good idea. It wouldn't be a problem if there were only regular units like in other TW games, but in this one you have unique units with one model like characters and monsters with usually a fairly high melee defense. Reducing the hit chance even more would make them very very tanky and would probably brake the balance of the game too much.
Celtik  [author] 12 Jul, 2017 @ 5:08pm 
@Brightest Light: The hit chance for range units is almost the same. I only altered it a little bit just to make sure they still perform the same than vanilla with my mod on.

@Warrex: I just checked the mod you mentioned and unfortunately it is not compatible with mine as it also changes the hit chance of melee units so it will conflict.
Reinfarcements 11 Jul, 2017 @ 6:07pm 
Great mod, to me THIS is how the game should have released. This is the perfect tempo of battle that I think most people would enjoy. For me PERSONALLY, and I know a good number of "old school" total war players, would like even slower battles. Any chance you could make an "Extreme" edition of this mod, halfing the hit chance yet again? Thanks for the mod man, seriously boosted my enjoyment of the game.
Warrex 9 Jul, 2017 @ 9:15am 
Random question. I saw you write that your mod is compatible with Longer Battles Morale mod. Any chance that your mod also compatible with Arthur Dayne -s Higher Morale mod ? The changes are listed so i hope you can check it out for me , im not experianced with moding.
Bitcoin Barry 2 Jul, 2017 @ 9:09pm 
any chance for a mod that only affects melee?
Celtik  [author] 25 Jun, 2017 @ 10:26am 
Hey guys, new mod about rebels armies here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=955343344
Enjoy :)
௵Pailerr The DCS 10 Jun, 2017 @ 1:26pm 
super random question since you are a decent modder, Are you able make the soldiers to fight more chaotic and without restraint, not caring much about holding the line and formations? Loose formations that dont reform? Likes ur mod!
Celtik  [author] 8 Jun, 2017 @ 12:46pm 
@CowboyBebops: thank you very much for the support, I appreciate it. I don't want to change the movement speed because you have to do it for every single unit in the game individually and that's kind of a lot of work, but also because it wouldn't then be compatible with new units mods. But overall I think the speed is fine actually, maybe a little bit too fast for infantry yes but that's it, cavalry is supposed to be fast, as well as monsters.
Dietrich 8 Jun, 2017 @ 10:54am 
This is by far the best combat mod I have played. Thank you so much for your hard work. Battles are actually watchable now. Have you considered altering movement speed at all? I think a slower movement speed fits really well.
Chaosbot 13 May, 2017 @ 11:03am 
Please list all changes made, thank you.
Celtik  [author] 1 May, 2017 @ 1:26pm 
PsychoticSoul The decrease in missile accuracy is very very small (- 5%) so I won't compensate with anything else to keep things balanced.
Keelan 1 May, 2017 @ 1:15pm 
Gonna try this out, sick of sub 5 min battles with 1000+ troops of either side
PsychoticSoul 30 Apr, 2017 @ 1:22am 
If you decrease missile accuracy to make for slower battles, can you give them more ammo to compensate?
Celtik  [author] 29 Apr, 2017 @ 2:08pm 
A unit won't be able to have more than its maximum amount of HP. So in your example it means that a unit, with 25% regen cap, will be able to regen 250 HP LOST.
Lampros 29 Apr, 2017 @ 10:20am 
Ok, I think after some experimentation, I understand what the cap means. So if a unit has 1000 HPs, then 25 percent cap means effectively it has 1250 HPs, right? Increasing it to 50 percent means 1500 HPs, etc.?
Lampros 29 Apr, 2017 @ 10:11am 
Found it. I changed the cap to 25 percent - but I am still not sure what the values mean. Does the "initial" health mean the health you start out before you were un-damaged?
Lampros 29 Apr, 2017 @ 9:45am 
Thanks. And what file is this value on?
Celtik  [author] 29 Apr, 2017 @ 8:34am 
@Lampros What you could do is further decrease the regeneration cap. I think it's something like 75% in vanilla, meaning that a unit can be healed until 175% of its initial health. Maybe decrease that number to 40 or 50% and see how it goes.
Lampros 29 Apr, 2017 @ 5:43am 
Do you know of a way to nerf Regeneration? I really like the slower pace (I also modded every ranged projectile to reload twice slower now), but one glaring problem resulted from it: Regeneration units - especially Regeneration Lords/Heroes - are way too strong. In particular, Vampire characters like Mannfred can essentially take out armies solo - because they Regenerate and have healing spells. Any assistance would be greatly appreciated.
agunst99 19 Apr, 2017 @ 7:38am 
Awesome mod, Thank you!
Celtik  [author] 16 Apr, 2017 @ 6:57am 
Thanks, you're welcome mate.
Hawk 16 Apr, 2017 @ 4:48am 
Hey CeltiK, really like this mod, makes those battles just last that little bit longer allowing me to enjoy some zoom-ins :) I've linked this mod from my Longer Battles Morale mod as they work so well together!
Celtik  [author] 13 Apr, 2017 @ 5:21am 
@Lampros Yep, same with Vampires and their regen (looking at you Vlad...). The fact that the hit chance is lower means those kind of characters will stay way longer on the battlefield. But they won't be destructive either because their hit chance is lower as well. To get rid of them it's better to attack them directly with lords or heroes and not standard units, even elites.