Total War: WARHAMMER III

Total War: WARHAMMER III

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Guns of Bretonnia 4 - Dawn of the Vampires
   
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overhaul
Tags: mod
File Size
Posted
1.060 GB
31 Oct @ 11:23pm
1 Change Note ( view )

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Guns of Bretonnia 4 - Dawn of the Vampires

Description
Happy Halloween!!!!
"They're Coming" - Thousands of them, they have muskets and cannon, they have Marines! - Run, hide! - They're Coming!

Firstly, I will start off by explaining the most important aspect of Guns of Bretonnia that I want you to understand, -Guns of Bretonnia is not a "unit mod" - it is NOT a lean, nimble, modular mod designed to easily integrate not only with the core game but also with the thousands of mods that are out there. While its not a complete overhaul, It changes several aspects of the game that I felt were too unrealistic, this project was born out of frustration over some of the games mechanics that were mainly designed to compensate for an outdated, and very weak AI model, a model that is over two decades old and is really more a set of scripted instructions, rather than true artificial intelligence.

• Compatibility
- Not compatible with radious Mods, or Mods that change extensive in game archives.
Since most of the in game assets you will see (weapons, units, models) were created from scratch, there is no way to make the mod compatible with heavy duty mods that change a lot of in game files, please feel free to try different mods at your own discretion, If they are a small download (small File) it is possible they may work. If the game starts behaving strangely, crashes, items or units are missing, you cant upgrade the smithy chain, etc. the mod combinations you are using are incompatible.

What does this mod change?
• Firearms
The way firearms are portrayed in the game is too unrealistic, yes, even for a fantasy game, now I could integrate an aircraft carrier into the game, and have some lizard sink it with one shot from a slingshot, -"but why the hell would I do that?"
Firearms in the game (black powder weapons mostly) are ridiculously accurate, but pathetically weak, it doesn't take 20 hits from a .70 caliber ball to kill or disable an enemy in real life, (more like one) and this mod aims to remedy that while also attempting to educate, and portray firearms as they are in real life. -its important to note that they are also realistically balanced, so dont worry if you see 11k damage in the stats, "they have been balanced" most of the shots will miss causing units no harm unless they are hit.

• Unlimited Stamina
You will no longer see armies sprinting all the way from the edge of the map, engage in melee or ranged combat for extended times, break and then sprint all the way back to the edge of the map while outrunning a horse, that's just unacceptable. Armies will walk to within engagement range, (as they did in real life) and if they break after intense combat, they will disengage and attempt to flee by running or walking away as fast as an exhausted person can, but no sprinting! -which also happens to be historically were 90% of casualties happened, while "routing".

• Unit battlefield deployment
- Again to compensate for weak AI, in most of the maps the game boxes you in to the most disadvantageous locations possible; -Not even the worst field commander (no matter how drunk or incompetent) would deploy his units in such terrain; Battles have been won and lost, over careful selection and preparation of advantageous terrain (not the other way around!) "Ok lets deploy our troops in the bottom of this gully, so that all the enemy need to do is lob a bunch of rocks and crush us! -yeah that sounds like a great idea! -duhhhhhh!
In order to compensate for this gross misrepresentation, I have given all units guerrilla deployment.

• Mercenaries
Historically, mercenaries have played a pivotal role in warfare, while typically much more expensive than your normal levy pressed into service at the tip of a bayonet, mercenaries are professional soldiers, well equipped, and veterans of many wars, they are worth their weight in gold for the fates of empires rest in their iron, for this reason I have provided you with an ample selection of mercenaries via the RoR recruitment tab - and trust me you will need them!
"They're Coming"

• Warband unit upgrades for Brettonia and Vampire Factions
Most Bretonnian and vampire units can be upgraded via the warband upgrade system once they acquire the required veterancy (unit XP) - Some elite units can only be unlocked trough veterancy via the upgrades panel.

- More to come, hang in there!
- I had to forgo instructions, credits, and a more detailed description in order to get this to you on Halloween, -this is a one person show, and the time is just not there, never the less - I will update, and provide more instructions ASAP.

thank you.

Karl'
6 Comments
會呼吸的一塊肉 2 hours ago 
nice idea:shadowheartlaugh:
nigromanteunico1 14 hours ago 
exlente
Smalec 14 hours ago 
cool!! TY!
brandtpedersen 17 hours ago 
are the scelatal archers sopose to have 50 bonus vs large
Capitanu'Slobozana 19 hours ago 
Very nice,thank you for your work sir.Keep up the wonderful job.
crisord 19 hours ago 
cool