Total War: WARHAMMER II

Total War: WARHAMMER II

Nanu's Bretonnia Overhaul
 This topic has been pinned, so it's probably important
Nanu  [developer] 20 May, 2019 @ 8:09am
Suggestions
This discussion is for suggestions and additional changes you'd like to be integrated into the mod.
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Showing 1-11 of 11 comments
sancha_webo 27 May, 2019 @ 3:18pm 
Maybe you could do something for the low replenishment that bretonnia has?
Nanu  [developer] 27 May, 2019 @ 4:58pm 
Originally posted by sancha_webo:
Maybe you could do something for the low replenishment that bretonnia has?
I had originally thought of that, but after reading into why Bretonnia is the way it is I found that the lack of effective replenishment bonuses was intended. It's a weakness of the faction; you're meant to combine units or disband them and recruit new ones, hence the high recruitment cap in vanilla.

I have added a few bonuses, particularly to Damsels, they get a 10% replenishment bonus one on of their troths. This makes them actually viable and not useless compared to standard lords
sancha_webo 27 May, 2019 @ 5:43pm 
Originally posted by Nanu:
I have added a few bonuses, particularly to Damsels, they get a 10% replenishment bonus one on of their troths. This makes them actually viable and not useless compared to standard lords

I read that but i don't like casters as lords in general as i tend to embed a caster hero in my armies anyway. Well, back to farming the enchantress for her trait
Nanu  [developer] 27 May, 2019 @ 6:26pm 
Originally posted by sancha_webo:
Originally posted by Nanu:
I have added a few bonuses, particularly to Damsels, they get a 10% replenishment bonus one on of their troths. This makes them actually viable and not useless compared to standard lords

I read that but i don't like casters as lords in general as i tend to embed a caster hero in my armies anyway. Well, back to farming the enchantress for her trait

Yeah, I wanted to give people a reason to take Damsels without making them broken. I figured adding replenishment buffs would do it. If you aren't afraid of modding, you can copy and paste the effect in the trait_level_effects table of the mod to the knights vow.
Veolfen 24 Dec, 2019 @ 2:17am 
Long time since someone posted here :
First thing : Amazing mod, been using it for a few days now and you really put some hard work there. I really like the "grail knight" feel you have with lords & heroes new trees & bonuses.

Now to get to the suggestions i have for you :

Some stuff you added are way too strong tho. It kind of breaks Bretonnia who stomps everyone on the map :

-The +50Ap bonus for Questing Knight vow might be a tad too much, +25 would feel enough but that's far from being a big problem. It's more like, for a "free bonus" it feels like a lot. But it really makes our lord a real "Grail knight" so i understand why you would give that much.

-Armored Halberdiers should have the same damages than classical halberdiers (you could do that and reduce their price to 600 or something like this ^^) : or maybe put them both at 26 dmgs (nerf to armored, slight buff to non armored)

-Halberd Foot squires feels a bit overtuned, especially compared to Bastonne beastslayers (but that comes from the fact those guys have stats of level 9 halberdiers with armor). What about going for a -1 dmg and -1 ap dmgs for the halberd foot squires & buffing beastslayers so their atk/def/dmgs match halberd foot squires (and also increase beastslayers price to 1100, after all they're listed as foot squires ! ^^)

-Nerf AP on archer foot squires : -4 ap & +4 base damages for the archer foot squires because they are basically better archers than most archer units because of that overtuned armor penetration. (reduce their price to 600 if the nerf feels like it's too much, also they do not benefit from the lord trait that buff archer damages tho, so maybe +5 base damages nstead of +4 could be slightly better for them)

-Nerf the crossbowmen : You gave them too much armor penetration, they have more damages (especially ap damages) than higher priced other faction crossbowmen, a minus 2 ap damages (with no compensation damage bonus) would balance them out a bit. They really feel like some of the best campaign units we can have and they WRECK ennemies in game for such a low price. Let's not forget they're peasants !

-The flaming trebuchet feels way too strong compared to the other 2 : Slightly nerf its damages while buffing the other 2 could be something cool.

So here's my contribution ^^ Feel free to ditch those suggestions, since they just are suggestions and it's your mod !

Last edited by Veolfen; 24 Dec, 2019 @ 2:32am
Nanu  [developer] 24 Dec, 2019 @ 7:26am 
Originally posted by Veolfen:
Long time since someone posted here :
First thing : Amazing mod, been using it for a few days now and you really put some hard work there. I really like the "grail knight" feel you have with lords & heroes new trees & bonuses.

Now to get to the suggestions i have for you :

Some stuff you added are way too strong tho. It kind of breaks Bretonnia who stomps everyone on the map :

-The +50Ap bonus for Questing Knight vow might be a tad too much, +25 would feel enough but that's far from being a big problem. It's more like, for a "free bonus" it feels like a lot. But it really makes our lord a real "Grail knight" so i understand why you would give that much.

-Armored Halberdiers should have the same damages than classical halberdiers (you could do that and reduce their price to 600 or something like this ^^) : or maybe put them both at 26 dmgs (nerf to armored, slight buff to non armored)

-Halberd Foot squires feels a bit overtuned, especially compared to Bastonne beastslayers (but that comes from the fact those guys have stats of level 9 halberdiers with armor). What about going for a -1 dmg and -1 ap dmgs for the halberd foot squires & buffing beastslayers so their atk/def/dmgs match halberd foot squires (and also increase beastslayers price to 1100, after all they're listed as foot squires ! ^^)

-Nerf AP on archer foot squires : -4 ap & +4 base damages for the archer foot squires because they are basically better archers than most archer units because of that overtuned armor penetration. (reduce their price to 600 if the nerf feels like it's too much, also they do not benefit from the lord trait that buff archer damages tho, so maybe +5 base damages nstead of +4 could be slightly better for them)

-Nerf the crossbowmen : You gave them too much armor penetration, they have more damages (especially ap damages) than higher priced other faction crossbowmen, a minus 2 ap damages (with no compensation damage bonus) would balance them out a bit. They really feel like some of the best campaign units we can have and they WRECK ennemies in game for such a low price. Let's not forget they're peasants !

-The flaming trebuchet feels way too strong compared to the other 2 : Slightly nerf its damages while buffing the other 2 could be something cool.

So here's my contribution ^^ Feel free to ditch those suggestions, since they just are suggestions and it's your mod !

All great points, I'll look into them. Just a few quick notes

  • 50 AP isn't a whole lot for a lord, even the worst hero characters have 100+ AP damage, and these guys are meant to take on Giants and Dragons. It doesn't make them more powerful than other duelist lords (Karl, Hellebron, Aranessa, etc.), even though as grail knights they probably should be on equal level if not better

  • The reason Armored Halberdiers are given better damage is because they're better equipped. It makes no sense to give them expensive plate armor and then have them use the same makeshift pikehooks the regular peasant infantry use. Maybe I need to tone it down a bit though, or increase their upkeep.

  • Foot Squires with Halberds do more base damage than Beastslayers of Bastonne, but the Beastslayers of Bastonne have a lot more Anti Large. Because of this, they outperform the regular Foot Squires when fighting large units, which is exactly their role. Normal Foot Squires with Halberds are less of a monster killer and more of a standard AP frontline.

  • Foot squire Archers may indeed need balancing, its been a while since I looked at them. Tbh I always considered their strength to be their flexibility; their ability to switch between long range, poison, and fire. I'll take a look at their stats again.

  • As far as I know the crossbowmen use the same weapon as the empire crossbows. I may have made my own copy to avoid mod incompatibilities, will look into that.

  • The Flaming Trebuchet isn't good per se, its just that the default trebuchets are bad. They're notoriously awful artillery, and the flaming one actually has worse accuracy than both of them. It makes up for that poor accuracy with higher damage. I think its balanced compared to other factions ranged AP options.
Veolfen 26 Dec, 2019 @ 2:23am 
Thanks for the reply :D

-Indeed, as i said i understand your point there. It's just that added with the grail lines & stuff it starts making them very very powerful (they can get an other +50, or +20% atk damages etc..) But yeah in the end it stays okay ! Happy to have my Lord feel like real grail knights !

-Fair point for Armored Halberdiers. Maybe a minus 1 damage or a very slight increase in upkeep but yeah, feels reasonable.

-Indeed, i was looking at it for the fact Renown regiment are most of the time straight upgrades to their counterparts, but there the beastslayers are actually halberd men at arms upgrade instead of being the upgrade of your Foot squire halberdiers.

-Foot squire Archers have too much pen indeed. In battle they really wreck ennemies with such penetration + dps.

-Same problem with crossbowmen, they have 2 more pen and 4 more DPS than empire & dwarves crossbowmen. In manual & autoresolve they tend to do more kills than elite cav and twice the kills the classic archers do (against armored opponents).

-Yeah that's probably because i was too used to the ♥♥♥♥ the base Trebuchets are that i found the Flaming Trebuchet too good !

Anyway thanks for the answer and merry christmas 2 days late.

Last edited by Veolfen; 26 Dec, 2019 @ 5:03am
Nanu  [developer] 26 Dec, 2019 @ 8:44am 
Originally posted by Veolfen:
Thanks for the reply :D

-Indeed, as i said i understand your point there. It's just that added with the grail lines & stuff it starts making them very very powerful (they can get an other +50, or +20% atk damages etc..) But yeah in the end it stays okay ! Happy to have my Lord feel like real grail knights !

-Fair point for Armored Halberdiers. Maybe a minus 1 damage or a very slight increase in upkeep but yeah, feels reasonable.

-Indeed, i was looking at it for the fact Renown regiment are most of the time straight upgrades to their counterparts, but there the beastslayers are actually halberd men at arms upgrade instead of being the upgrade of your Foot squire halberdiers.

-Foot squire Archers have too much pen indeed. In battle they really wreck ennemies with such penetration + dps.

-Same problem with crossbowmen, they have 2 more pen and 4 more DPS than empire & dwarves crossbowmen. In manual & autoresolve they tend to do more kills than elite cav and twice the kills the classic archers do (against armored opponents).

-Yeah that's probably because i was too used to the ♥♥♥♥ the base Trebuchets are that i found the Flaming Trebuchet too good !

Anyway thanks for the answer and merry christmas 2 days late.

I took a look at the tables again, and made a few changes based on your suggestions. Check the Change Notes for details
Veolfen 28 Dec, 2019 @ 3:43am 
Just saw that, those tweaks are looking pretty good ! Gotta do an other campaign to test those out !
But as i said, you're the master of this mod, if it feels wrong for you or subscribers of the mod, feel free to reject my suggestions etc, reverse some changes etc.. I'm just 1 guy in the end.
Maybe you went a bit hard on your flaming trebuchets (as you stated, let's not forget trebuchets were ♥♥♥♥ to begin with !)
Thanks anyway, and that's it for my feedbacks. I'll just post in normal discussion for further comments, since i stated my suggestions already ! Have a good day and good luck on your future Bretonnian battles !
Last edited by Veolfen; 28 Dec, 2019 @ 3:44am
Deviant 28 Dec, 2020 @ 5:31pm 
Nice mod. There are few questions and suggestions. 1) Why don't crossbowmen have armor-piercing damage? 2) Why is Foot Squires available without access to the anvil? 3) If you add men-at-arms (great weapon), then the barracks of the third level will not look so useless. It will also help the peasant mechanic stay more meaningful in the middle of the game.
Nanu  [developer] 12 Feb, 2021 @ 7:46am 
Originally posted by Deviant:
Nice mod. There are few questions and suggestions. 1) Why don't crossbowmen have armor-piercing damage? 2) Why is Foot Squires available without access to the anvil? 3) If you add men-at-arms (great weapon), then the barracks of the third level will not look so useless. It will also help the peasant mechanic stay more meaningful in the middle of the game.
Sorry for the late response.
  • Crossbowmen don't have AP damage because empire crossbowmen don't
  • Foot Squires don't require access to the anvil because they're just sword and shield infantry, the greatsword and halberd infantry still do
  • I'm currently toying with the idea of veteran peasant units unlocked via technology that will keep Bretonnia's frontline competitive in the late game where they need it
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