Total War: WARHAMMER II

Total War: WARHAMMER II

Red's European Knights
RedDragon0908  [developer] 22 Aug, 2020 @ 11:51pm
Compatibility and balancing ideas
This section should be your part - where you can post compatibility issues and balancing things.
Since it is a "simple" unit mod there should not be much compatibility issues but I will leave this option free.

Please be informed that something like "causes a crash" or "does not work" will get no response by me.
Provide as much informations as possible: mod manager, used mods etc.
Last edited by RedDragon0908; 11 Mar, 2022 @ 11:32am
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Showing 1-7 of 7 comments
TheRunnalls 18 Sep, 2020 @ 10:11pm 
Some of your infantry units have a lot hp compared to their base game counterparts. for example, the sergeant spearmen have ~12000 hp while empire greatswords have ~9000 hp. seems a little unbalanced that a tier two unit has so much more hp than a tier 4 unit. otherwise I love this mod and hope you continue bringing historical units to warhammer
RedDragon0908  [developer] 19 Sep, 2020 @ 2:28am 
Thank you for your feedback.
Balancing is an ongoing process and I welcome every suggestions you or the others have.

Sergeant's hp are fixed in my current test file...

As long as time, creativity and game data (models, textures, animations etc.) allow me to add new units that fit these theme I will try my best to do so.
Noir 29 Sep, 2020 @ 8:36am 
Hey, I really like the idea of your mod, I still have to play it but I got myself a little overview and I might have some little balancing ideas:

1.) The Zweihänder units are T4 but have exactly the same stats as the T3 Greatsword units. So why recruiting them? Maybe you could give them some more melee attack and weapon damage since the Zweihänder is the longer and heavier weapon in the first place.

2) The building effect with faction wide construction cost and time reduction seems utterly broken and op to me considering how fast the empire gains territory. 20 T1 settlements and every building costs 0 gold plus it's almost finished instantly?... Maybe to much^^ a regional effect and maybe 100 gold income for T1 should do it. ;)
RedDragon0908  [developer] 29 Sep, 2020 @ 11:15am 
Thank you for the feedback.
I will look what I can do for the building effects.
Zweihander stats are incresed in my current test file so you can mark this point as checked.
Noir 9 Oct, 2020 @ 3:08pm 
Hey, I think the english longbowmen from the bretonia faction should have more range. 120 is in my opinion far to low for what these units represent. Event peasant bowmen have a range of 160. xD
RedDragon0908  [developer] 10 Oct, 2020 @ 1:18pm 
Since I'm planning an update to implement the Norse men to the campaign I will try to edit the weapon tweaks for the archers as well.
RedDragon0908  [developer] 11 Oct, 2020 @ 12:45am 
Not updated yet but Longbowmen will have a range of 190 but as balance I reduced their damage by 2, so they have now 15 base damage and 2 armour piercing damage.
Opinions?
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