Total War: WARHAMMER II

Total War: WARHAMMER II

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Refined Battle Morale
   
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Tags: mod, Battle
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174.122 KB
6 Oct, 2017 @ 11:11am
18 Jul, 2021 @ 9:05am
16 Change Notes ( view )

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Refined Battle Morale

In 1 collection by _Zevon
Zorbaz's Warhammer II Collection
19 items
Description
Updated: 7.18.21 - The Silent & The Fury

Commanders, are you tired of having your generals and elite units runaway? Do you hate when scoundrels capture the base in the town without killing all the defenders? Do you hate feeling like you cannot properly zoom out and see the battle unfold?

Well damsels and gentelrats, this is the just mod for your "leadership" woes. Heroes will stand and fight! Elite units will no longer melt just cus the other cravens flee! Leadership will be impacted by losing generals, men, dwarves, orcs and elves, and not because the damn expendables fled from a wee giant. Cities will take longer to capture, giving you time for your stunties to waddle across the map to halt the apocalypse.

A shortlist of military adjustments:
1. Combat bonus now encourage troops to hold on as long as they are hurting the other guy.
2. When units rout, they stay routed longer. Veteran units will return to the fray more quickly.
3. All generals now have a +10 leadership across the battlefield, with a additional +10 within their aura.
4. Units in combat will have leadership penalties and bonuses based on how the fighting is going in their area.
5. Units will suffer large penalties for battle casualties. Effects start off slow and then spike around 80% losses, recent casualties will also impact your units morale. This means units will hold the line until they start run short on bodies.
6. If your general dies then there is a -20 penalty, and your routing units will shatter.
7. Leadership bonuses have been given for defending hills, walls, town centers.
8. Heroes now rarely run, they will stay and fight to the bitter end. Keep an eye on them if you do not want them dead.
9. When your army breaks and things are going sideways there is no longer a -120 Penalty on your whole army! No longer will your "unbreakable" units break just because other units routed.

Enjoy!


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63 Comments
_Zevon  [author] 19 Jul, 2022 @ 9:38am 
Ah, yeah it looks like it's only split for that game. Sorry! I don't have wh2 installed anymore as I'm active with wh3.
Mehsaur 18 Jul, 2022 @ 3:01pm 
I only see a chevrons for Warhammer 3. Maybe it's only split for that game? It's okay, though, as I found another mod that overrides the indicators :)
_Zevon  [author] 16 Jul, 2022 @ 1:05pm 
The rank indicator comes from my Zorbaz Chevron's mod and is not included in this mod. I have split them into two mods.
Mehsaur 16 Jul, 2022 @ 1:02pm 
Is it possible to disable the part of of the mod that changes the rank indicator? I prefer the old ones, but I'd love to have the leadership changes.
_Zevon  [author] 3 Feb, 2022 @ 2:21pm 
Yeah, it modifies the global effects on morale, so it will apply to modded units.
n.pedrazalis 2 Feb, 2022 @ 12:53pm 
hello a question it applies to modded units ?
_Zevon  [author] 22 Nov, 2021 @ 7:40am 
Glad it helped! Feel free to reach out if you have any questions.

'army_destruction_alliance_strength_ratio' or 'army_destruction_enemy_strength_ratio' is the point at which 'ume_concerned_army_destruction' would kick into effect. So once the army falls below that ratio then it goes into effect.
Zaphod 22 Nov, 2021 @ 7:27am 
poking around in your mod's pack file has helped me understand how all this works quite a bit as well
Zaphod 22 Nov, 2021 @ 7:24am 
Now I am going to play with 'ume_concerned_army_destruction'. Perhaps I can get the results I want by lowering considerably. I am discovering that army losses is much more complicated than I thought. Messing around with too many of these tables makes me nervous I'm going to fuck up the games balance in some unforeseen way, so I want to keep it as simple as possible.

I've also been told 'army_destruction_alliance_strength_ratio' & 'army_destruction_enemy_strength_ratio' have a considerable effect but again don't want to mess with that just yet.

At any rate, thanks again for giving me more clarity of this. I am now, out of pure curiosity, see what a battle is like if I set the army loss penalty to 0 :lunar2019coolpig: for science of course
Zaphod 22 Nov, 2021 @ 7:17am 
Thanks for all the info friend hugely appreciate it :lunar2019coolpig: I started off by giving the AI a slight leadership buff in 'difficulty_modifier_ai_normal' (my whole reason for doing all this rather than just bumping up the difficulty is bc I don't like melee being useless on hard/vhard but want the AI to stay and fight me a little longer. yes i am bad :lunar2019piginablanket: )

Then I lowered the penalty for the AI's general dying/fleeing in 'ume_concerned_general_dead_ai' (and related). My reasoning here is that the AI tends to suicide rush their lord (especially if it is mounted) ahead of its army. So the AI most of the time pretty much takes a huge leadership hit before the fighting even really starts, which seems to have a domino effect the whole battle.