Total War: WARHAMMER II

Total War: WARHAMMER II

Firepower Total Combat Overhaul
Commisar Jon Fuklaw  [developer] 5 Oct, 2019 @ 2:11am
Balance and Feedback
Because this....monstrosity covers every unit in the game, it's going to take a considerable amount of testing to smooth out the overall balance, especially since some of the changes were quite big. If anyone wants to volunteer for a couple hours of testing, or if you've simply noticed something over/underperforming before I do, I'd like to hear it.
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Showing 1-7 of 7 comments
Wo0p 14 Jun, 2020 @ 7:22am 
Awesome mod, Commisar! But I'm wondering if you'll be willing to do a submod of this that alters weapon length of foot Lords and their mass, such as Grimgor Ironhide. This improves their target acquisition and helps them mash their way through their own troops to get to the enemy; moreover helps their resistance to circlejerking- I mean cycle charging mounted opponents.
As it stands, poor ol' Grimgor for instance can't even make his way through 4 ranks of Goblins, which looks supremely silly given his size and... girth. Wait... that- nevermind.

I'm not mod-savvy anymore, but I used to do it back in the first game. If its impossible to alter these stats, then nevermind me.
Anyway, not that much of a balance suggestion, but I suppose balance does play into it, as increased mass for some foot lords may make it too easy for them to escape being surrounded? Anyway, let me know what you think :)
Last edited by Wo0p; 14 Jun, 2020 @ 7:23am
Commisar Jon Fuklaw  [developer] 14 Jun, 2020 @ 1:35pm 
This mod already does that, to varying extents, but all foot lords have been significantly improved. Foot lords not getting stuck in the middle is more a function of collision mechanics and low speed/acceleration for foot troops than anything.
Furthermore, grimgor is already an absolute monster now that he is immune to knockback and knockdown, and weighs 2000 units and does not need more.

There is a more thorough improvement of foot lords in Legendary Lords of Legendary Legends.
Last edited by Commisar Jon Fuklaw; 14 Jun, 2020 @ 1:38pm
Wo0p 15 Jun, 2020 @ 3:49am 
Alright, I'll check that out. Thanks for the reply.
Commisar Jon Fuklaw  [developer] 15 Jun, 2020 @ 4:23am 
Uh huh.
I should port the rest of the LL unit changes over, but damn if it's worth the effort.
Double A 3 Jul, 2020 @ 2:00am 
The empire elector assistance battles are really rough in vanilla but your units being very tired before you even get to your frankly suicidal fellow imperials doesn't make them any easier. I'm not sure if it's worth rekerjiggering balance for edge cases where you're reinforcing ai but I think it's still something to be aware of.

Of course, the ideal solution to these things is and always has been just giving the ai units over to the player so you can form some sort of coherent strategy, but that's hardly your concern here. The only workable thing I can think of is giving reinforcing units a fatigue buff.
Last edited by Double A; 3 Jul, 2020 @ 2:01am
Commisar Jon Fuklaw  [developer] 3 Jul, 2020 @ 3:01am 
This mod....does nothing to elector count related battles.

That said, there's nothing to be done about that, as the elector count battles were specifically designed to piss people off, because that's CA's M.O.
Double A 4 Jul, 2020 @ 1:25am 
I know it doesn't do anything directly, but you did make fatigue deplete (and replenish) faster, right? Which means having to use a bunch of fatigue (running to get to your idiot ally fast enough) leaves you at a severe disadvantage compared to the enemy who hasn't had to do that.
Last edited by Double A; 4 Jul, 2020 @ 1:25am
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