Total War: WARHAMMER III

Total War: WARHAMMER III

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Hecleas Battle Overhaul (Slower Battles)
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File Size
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1.219 MB
17 Oct, 2024 @ 6:20am
10 Sep @ 4:14pm
22 Change Notes ( view )

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Hecleas Battle Overhaul (Slower Battles)

In 1 collection by Hecleas
Hecleas Mods WH3
13 items
Description
HECLEAS BATTLE OVERHAUL

The particularity of this mod is to be able to make the battles more realistic, slower, more logical, but keeping this fantastic side. The goal is to have a balance, a harmony.
No more spells that decimate an entire army.

IMPORTANT POINT

This mod is compatible with all custom units mods



I will spare you too many fine words or technical terms.
Go to the essentials and a summary of what is important to know


MELEE DAMAGE

-Chance to hit was reduced by 50%
-Damage has been reduced
-I took the liberty of reducing the attack intervals (visually) for a more dynamic aspect of the fights


MAGIC DAMAGE

-Spell damage has been reduced by 50%
-Magic recharge has been slightly reduced.
-The total capacity of magic wind has doubled to match the long battle gameplay but also with the reduction of spell damage.
-The duration of summons has been doubled


HEALING

-Hitpoint regeneration has been reduced was reduced by 50%


CHARGE

-For a more dynamic, visual and strategic aspect, knockdowns have been maximized, large mass entities, cavalries etc. will project units far away in the event of charges.
You will be able to break shield walls with a cavalry charge


FATIGUE

-Units will fatigue more slowly to match long battle gameplay, fatigue has been reduced by 50% overall
-It will be useful to put fresh aside and do some turnover
-No more units arriving exhausted after climbing the ladder, this has been adjusted to fit with the fact that I have reduced the speed for ladder-climbing units during sieges.


MORAL

-Morale impacts have been halved and adjusted in some places for better balance and more strategic gameplay, no more army complete at 70% and fleeing when they had the potential to inflict heavy losses on you. And above all, when you know the weakness of the AI ​​it's not complicated "use-bug" to scare away the whole army each time.


SIEGE

-The health points of walls and gates have been doubled to correspond more to a long battle.
-The speed for climbing the ladder has been reduced by 30%
-The speed for climbing walls has been reduced by 50%



Here is my mod that globally changes AI intelligence on your campaign map : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2905096541

Your feedback is welcome, as are your ideas, if there is a small bug or something else.

[paypal.me]To support me in my work of more than 1000 hours and to continue to take the time to always improve the AI, your donations are welcome and will help me a lot, thanks!

My personal discord https://discord.gg/xmYF6TRmeF
Big project I'm working on TW Troy: Aegean Mythos (Age Of Mythology) That we will surely migrate to TW Pharaoh https://discord.gg/zCSR3sYfcX
122 Comments
Razgrizz 18 Oct @ 2:49pm 
Missile units are still insanely strong in this mod. Like overbearingly so. couple volleys and even high armor units are getting completely wiped. Even the dark elf crossbow units shouldnt three shot a 100 armor dwarf unit
GC_Rallo 17 Oct @ 7:38pm 
Just reading the missile unit issue, immediately my thought goes to two things, increasing reload times and swapping damage from AP to Base to make high armor units less susceptible to range. Maybe just nerf reload times on firearm units, since them being blocked by armor doesn't make much sense imo
William 29 Sep @ 5:09am 
Great mod ! Is this mod useful to OVN or mixu Legendart lord ?
Shinx 24 Sep @ 4:53am 
Yeah in terms of making battle last longer, I think it might be better to buff durability instead of nerfing lethality, more defense instead of less offense. I mean overall defense capability, not just defense vs ranged damage.
If I'm not mistaken this is also the solution that SFO came up with (buffing unit HP)
Hecleas  [author] 24 Sep @ 3:45am 
@Shinx I had reduced ranged damage and accuracy, but it severely hampered artillery and firearms in the early game.

But I'm thinking of going for another solution: I'm going to increase the resistance of armor and shields to ranged damage. For balance and realism, I think it's better, especially when you see fully armored units being destroyed at range in the late game.
Shinx 24 Sep @ 3:16am 
It is very common for players to bring "doomstack" army consisting of only OP ranged unit and wipe the enemy troops before they get close. Since you only nerfed melee hit chance (NOT buffing health pool or defense) to make battle longer, melee troops still take the same amount of damage in vanilla from ranged unit.
What even worse is that in vanilla, when melee unit finally gets to the ranged unit, they could easily decimate them. Since your mod nerfed melee hit chance, melee is handicapped and there's no reward for rushing and reaching the enemy ranged unit. They also gonna miss half of their attacks while trying haha.
I think this will make playing with a melee focused faction miserable, and will make people want to stack ranged troops more
Shinx 24 Sep @ 3:02am 
Hmm, I'm trying to think about this on a basic level, did not do much testing, but imagine something like this:
Originally battles take like 5 mins to finish. Melee units take 5 mins to wipe out the enemy, magic also takes 5 mins to wipe out enemy, so does ranged.
You want to make battle last longer, hence you nerfed melee units so they take 10 mins to wipe out each other.
But then there's still lords and heroes that use magic, and they still wipe the enemy in 5 mins, so which side that brings more magic wins. To offset this you nerfed magic so it will also take 10 mins to wipe out enemy.
Now that melee and magic are on the same scale, but ranged units remain the same, so whichever side brings more ranged unit will have advantage?
Hecleas  [author] 23 Sep @ 2:38pm 
I thought it nerfed ranged units, artillery, etc. too much.
Don't you agree?
Shinx 23 Sep @ 11:43am 
May I ask the reason why you decided to leave ranged damage unchanged? Wouldn't that make ranged units OP?
GoldenHammer 15 Sep @ 9:04am 
Is this mod included Hecleas AI Overhaul??