Total War: WARHAMMER

Total War: WARHAMMER

Wakes Realism Overhaul (WIP) Ver. 1.5.9
Wakelessrex  [developer] 9 Jun, 2016 @ 3:08pm
Mod suggestions for improvement
Please leave any suggestions you may have for the mod or mod team here. Be as detailed as possible in explaining your suggestion and why you think its a good idea.
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Showing 1-15 of 134 comments
Chiken Fetus 10 Jun, 2016 @ 12:37am 
Orcs - very hard. I noticed that the dwarves are a bit OP. I ended up starting again and doubling their upkeep which seemed to slow them down a bit. I wonder if raising their upkeep and maybe adding to their garrison will keep them as they should be. Not too expansionist but not able to have their holds taken easily.
Truman 10 Jun, 2016 @ 3:16am 
I'm a bit confused with the morale system for unit losses from ranged units. I've used huntsman to take down pistoliers at range to their last 2 men and still have the pistoliers run off and return to fire off a shot. Unless they are enganged in melee they will not rout and will fight to the very last man.

Also I would welcome something that forces the AI to not suicide squad their general into my front line. Especially as early on low level generals get torn to shreds in most cases. Perhaps hold them back to till their main line engages.
Raising Cain 10 Jun, 2016 @ 5:31am 
Since the Death heads are part of the modpack, perhaps making them a large stake in the rebellions any vampire regions get? It fits the lore rather nicely and would make sense with humans trying to overturn vampire monsters and the like.
Wakelessrex  [developer] 10 Jun, 2016 @ 5:45am 
@ chicken, in hwat way are they OP?

@ Truman, will look into it

@ Raising, thats a good idea, i will look into its feasability
Consider adding the mods:
-Batter AI Recruitment and army composition
-Black, black orcs (no sense in having red black orcs)
-Chaos stetics
-Dwarven shields- Gold and silver
-Home region movement bonus (if not, the game can be a bit unfair for the defender)
And
-Warriois of chaos- Orde infighting immunity (it is not logical and it is neither on the lore that the armies of archaon can't stand being close)


Wakelessrex  [developer] 10 Jun, 2016 @ 8:42am 
We already have better Ai recruitment
we also already have black orcs, both in game varieties.
Chaos stetics? if this is a visual mod for chaos, we already have our own version.
Will look into the last 3
Chiken Fetus 10 Jun, 2016 @ 9:38pm 
Only OP in if you both have full stacks they will win (in the early game), didnt make it into the late game to see how it went
Athropos 11 Jun, 2016 @ 8:38pm 
I would like for cosmetic stuff such as the "accurate" faction names and banners, and the regionnal empire troops changing in color depending on the province or recrutement removed from this mod. I personnally don't like playing as Reikland when I should be The Empire (especially post confederation). The regional colors mod is also buggy and unit names don't work properly since the mod seems to create a new unit per color of swordsmen per province, it's a real mess. Let people use cosmetic mods if they want but keep this overhaul focused on stat tweaks and new units.
Wakelessrex  [developer] 11 Jun, 2016 @ 11:30pm 
The names will stay for now. Regional recruitment will only become more detailed but will also stay. This mod is about realism first and lore a close second.
Truman 12 Jun, 2016 @ 2:18am 
How about adding tier 4 villages? I know this could be OP but with the build times and the right balance it could be a perfect fit. It would be nice to make villages a bit more specialised and useful.
Truman 13 Jun, 2016 @ 12:58pm 
With regards to Orc movement, I am having trouble chasing them down. I may be a noob here but I have just spent 5 turns chasing an Orc Army sacking all my towns. They are always just out of reach and it doesn't help when they sack my towns they get to move again. I've also been on the flip side of this in a CO-OP campaign where my friend just constantly was able to run loops round pursuing armies.
Pipp 14 Jun, 2016 @ 8:28am 
dont really get the unit balancing :)

normal greatswords have 45 melee attack while carroburg or reiksguard do have only 32 and 34. they also have more charge bonus than carroburg/reiks. and is it intended to have 80 reiksguard greatswords in a unit while normal and carroburg greatswords only have 60?

further i think some morale numbers (especially human units) are a bit strange.

last but not least the engeneers with the repeater rifles doesnt seem to work. they werent shooting in every custom battle i did :/
Last edited by Pipp; 14 Jun, 2016 @ 8:53am
Truman 14 Jun, 2016 @ 11:41am 
Originally posted by Schnibbel:
dont really get the unit balancing :)

normal greatswords have 45 melee attack while carroburg or reiksguard do have only 32 and 34. they also have more charge bonus than carroburg/reiks. and is it intended to have 80 reiksguard greatswords in a unit while normal and carroburg greatswords only have 60?

further i think some morale numbers (especially human units) are a bit strange.

last but not least the engeneers with the repeater rifles doesnt seem to work. they werent shooting in every custom battle i did :/

The repeater rifles do fire but have a 2 minute reload or something like that. Thats from the last custom battle I did testing the Empire vs orks
Nukular Power 14 Jun, 2016 @ 8:02pm 
This could be a bug or suggestion: Very Fast units dont seem to align with their actual speeds. Both kinds of Dwarven Slayers and Varghulfs all have the Very Fast promo and are all slow as heck. Slayers are the same speed as all other dwarves despite no armor, which is supposed to be their balancing point.

Otherwise, my personal want would be for the promotions like Grave Ward, Sigmars Ward, etc to be more thematic (like in Molay's Spells and Artifacts.) Some of the artifacts are cool in this mod, but Molay's really feel a lot more unique overall, in addition to the more "personal" perks. The Molay's changes to the buff spells are also really good, making them far more interesting to use. I like the battles overall more with this mod, and the new overcast system is actually pretty awesome... but I can wish for the best of both worlds :)

Another possible suggestion would be Full Cost March Stance. Someone mentioned the Home Region Movement Bonus mod, but that doesnt seem effective enough for me. Full Cost March Stance doesnt just disable March like most of those mods, but makes it a tradeoff to use, and prevents the ridiculous AI running around. Couldnt play without it anymore, but luckily, it seems to work fine with this already :)
Nukular Power 14 Jun, 2016 @ 8:07pm 
One more wish thats already been discussed is toning down the silly starting gold for some nations. Empire is rolling in money from turn 3 on. Vampire Counts seem to actually get less than vanilla. ZoomZoom or someone mentioned changing to 1500- any chance you could share where to do that?

One more possible bug: Hexwraiths and the scythe ethereals cost 4k to raise, much more than most units, but only 14/turn to maintain, far less than any other unit.
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