Total War: WARHAMMER II

Total War: WARHAMMER II

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(difficulty handicap settings) HUMAN upkeep and influence balances (warad_tww2_econom.pack)
   
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Tags: mod, Campaign
File Size
Posted
Updated
133.385 KB
15 Oct, 2017 @ 4:34am
31 May, 2018 @ 9:13am
6 Change Notes ( view )

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(difficulty handicap settings) HUMAN upkeep and influence balances (warad_tww2_econom.pack)

In 1 collection by ADRIEN manowarad WRP crossbowlov
Total WARAD Warhammer 2
19 items
Description
ahoy !

=> contact me if you need more details !



[description]

=> this mod is part of my compilation (all together make a small tweaked vanilla experience and keep all vanilla aspect useful !)

=> This is a pretty simple mod mainly reverting the HUMAN handicaps and difficulties settings to TWW I logic



[details]

=> player army upkeep back to default TWW II logic (TK patch):
- -10% in easy (default was -10%), unchanged
- +0% in normal (default was +0%), unchanged
- +0% in hard (default was +0%), unchanged
- +0% in very hard (default was +0%), unchanged
- +10% in legendary (default was +10%), unchanged

=> player helf intrigue influence cost changes:
- +0% in hard (default was +25%)
- +0% in very hard (default was +50%)
- +0% in legendary (default was +50%)

=> upkeep per new army back to original TWW I logic:
- +1% per new army in easy (default was +1%), unchanged
- +2% per new army in normal (default was +2%), unchanged
- +3% per new army in hard (default was +7%)
- +4% per new army in very hard (default was +15%)
- +5% per new army in legendary (default was +15%)

*NOTE* the default TWW 2 values are just too much for a proper and fun gameplay (black arks suffered too much for example)



[compatibilities]

=> The mod is compatible with any mods

=> Fully playable in SP and MP (if other MP players got same mods of course)

=> All my mods will always be up to dates with any DLC / FLC / patch as fast as possible



[use]

=> You can safely add or delete this mod with ongoing campaigns



[end]

NOTE: "warad" means WARriors of ADrien (me), its a real long story, some know, some dont, some will...

=> check out my collection to see what i think essential, or to check the mods i make:
- i like simple mods (no scripts, no startpos for example)
- i like the original game, just with minor tweaks to allow a richer gameplay in every ways for everyone
- i play only with roleplay in SP and MP (campaigns and battles), and i never get tired of this !

have a nice upkeep paying !
19 Comments
ADRIEN manowarad WRP crossbowlov  [author] 14 Jul, 2021 @ 8:37am 
mod still up to date for silence and fury !
ADRIEN manowarad WRP crossbowlov  [author] 18 Mar, 2021 @ 12:36pm 
still up to date for rakarth patch !
ADRIEN manowarad WRP crossbowlov  [author] 3 Dec, 2020 @ 1:54pm 
still up to date for WE patch !
ADRIEN manowarad WRP crossbowlov  [author] 25 May, 2020 @ 4:04pm 
uhm im not sure how to do it then :-/
Shatilov 25 May, 2020 @ 10:39am 
changing values in handicap provide a static value of negative replenishment.
Shatilov 25 May, 2020 @ 10:39am 
setting to -0.5 and -0.6 does nothing, it is the same as -10% but with much much lower handicap.

I want the desired replenishment rate to be equal to 2/(overall replenishment bonuses from buildings, regions, tech, traits, skills etc......)
Shatilov 25 May, 2020 @ 10:27am 
- you have to put values like 0.5 or 0.3 according to the numbers you said

0.5 = half ? as an half off all total replenishment effects combined ?

because what i did before was i added -10 and i saw it effects, but this doesnt provide the required result, as what it did was it removed 10% from overall replenishment,

i dont want to remove 10% i want to remove 2/3 off total replenishment.
ADRIEN manowarad WRP crossbowlov  [author] 25 May, 2020 @ 10:06am 
@Shatilov
=> make a mod with (rusty) pack file manager
=> easiest way: you have to mod in "campaign_difficulty_handicap_effect"
- the effect name you need is "wh_main_effect_force_all_campaign_replenishment_rate"
- the scope you need is "faction_to_region_own"
- to affect all difficulties: players has 1 ; 0 ; -1 ; -2 ; -3 and AI has -1 ; 0 ; 1 ; 2 ; 3
(so you need to do 10 lines)
- you have to put values like 0.5 or 0.3 according to the numbers you said
hope its clear :-)
Shatilov 25 May, 2020 @ 7:04am 
hello, i am trying to set the overall replenishment rate at 1/2 or 1/3 for both the player and AI.
ADRIEN manowarad WRP crossbowlov  [author] 21 May, 2020 @ 10:27am 
still up to date for WAAAGH! patch !
(=> no changes needed)