Total War: WARHAMMER

Total War: WARHAMMER

Specialized Combat
HEU3BECTEH  [developer] 21 Jun, 2016 @ 4:32am
Specialized Combat - Discussion
In this mod I have tried to enhance units special traits, making the battle flow more dependant on tactical advantages, and probably resulting in slightly faster battle pace.

With this mod...
• Reckless cavalry frontal charges will stop sending spearmen flying. Charges from the rear will give them even more painful experience though.
• Firearms will stop being crossbows with better armor piercing. They will sweep away enemy squads with one volley. It will take much longer time to reload though.
• That one crippled dwarf on the edge of the map, lone survivor of his squad, will not regain his will to fight if their leader is long dead.
• Anti-large units will hit cavalry and large beasts harder. They will go easier on infantry though. Anti-infantry units will be more anti-infantry too.
• Melee attack and defence ratio will have a little more influence on hit chance.
• On siege battles it will take more time to climb walls using miracle-spawn ladders, so you will want to use some siege vehicles. Fort towers will hit harder, but will not reach that far.

That mod was created to change the things I have found confusing, hopefully it can be usefull for someone else too.
Technical details: In table '_kv_rules' value 'bracing_calibration_ranks' has been changed from '7' to '6', 'bracing_calibration_ranks_multiplier', 'bracing_charge_reflector_bonus' and 'bracing_max_multiplier_clamp' has been doubled, 'bracing_attack_angle' has been changed from '80' to '100'. In table '_kv_rules' value 'collision_damage_normaliser' has been changed from '0.7' to '1', 'collision_damage_modifier' has been halved, 'collision_damage_maximum' has been doubled, 'collision_damage_default' has been halved. In table '_kv_rules' value 'refusal_chance_vs_charge_reflectors' has been changed from '0' to '0.3'. In table 'projectiles' non-spell non-tower musket non-artillery_flammable 'damage', 'ap_damage', 'base_reload_time' has been tripled. In table 'land_units' non-spell non-tower musket 'primary_ammo' has been halved. In table '_kv_rules' value 'missile_ignore_own_unit_for_friendly_fire' has been changed from '1' to '0', 'projectile_friendly_fire_man_radius_coefficient' and 'projectile_friendly_fire_man_height_coefficient' has been changed to '1'. In table '_kv_morale' value 'only_units_with_living_commanding_general_may_enter_non_shattered_rout_enabled' has been changed from '0' to '1', 'post_rally_no_rout_timer' has been halved. In table 'melee_weapons' for anti-large and anti-infantry units values 'ap_damage' and 'damage' has been decreased on 10%, values 'bonus_v_large' or 'bonus_v_infantry' has been increased on 20% * ( ap_damage + (damage * MDR) ), where mean damage reduction (MDR) has been set to 0.5. Test results show that mean armor (~65, mean armor was calculated using tables 'land_units' and 'unit_armour_types') reduces damage approximately on 50% average. In table '_kv_rules' value 'melee_hit_chance_max' has been changed from '90' to '97', 'melee_hit_chance_min' has been changed from '10' to '3', 'melee_hit_chance_normalisation_coefficient' has been changed from '1' to '1.5'. In table 'battlefield_buildings' fort_tower and fort_wall 'hit_points' has been halved. In table '_kv_rules' values 'climbing_ladder_speed_modifier' and 'climbing_walls_speed_modifier' has been halved. In table 'projectiles' for towers value 'effective_range' has been halved, 'burst_size' has been doubled. In table '_kv_key_buildings' value 'fort_tower_fire_arc' has been doubled.
Best regards.
Last edited by HEU3BECTEH; 11 Oct, 2017 @ 11:32am