Total War: WARHAMMER

Total War: WARHAMMER

Total Overhaul: Warhammer-Development Version
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Update: 21 Sep, 2017 @ 9:38pm

Some more experemental updates, this time mostly dealing with Impact damage. Not super satisfied with this one, so I'll have to tweak that a bit more. Going to try to do a bit more with Infantry first before trying to implement Cavalry.

I know Empire Knights have wierd spacing, I was trying to find a spacing set that worked for them. No such luck so far.

Update: 15 Sep, 2017 @ 6:31am

Tweaked KV_Fatigue tables again. Trying to make Cavalry tire less quickly. Idling restores stamina faster.

Some experimental changes to Halberdiers and Knights Errant with regards to armor, health, weapon strength, and charge. Check it out, gimme some feedback.

Update: 28 Aug, 2017 @ 6:08pm

So for this update, I decided to do something a little different.

I wanted try and give you all a general feel of how the mod will eventually play when it’s done, so I fully finished one unit from each faction to demonstrate how it will all work in the end. These units are to be considered in their final form, and all of their necessary statistics have been tweaked. This includes health, armor, weapon strength, missile damage, melee attack and defense,abilities and attributes, and leadership. They are as follows.

Beastmen: Minotaurs-Monstrous Infantry
Super Heavy shock infantry that can plow through most enemy units. Not much can stand against them if they get their charge, but they are quite vulnerable to missiles and getting bogged down and surrounded by lower tier units. They have low armor, but due to their thick hides, they have high physical resistance.

Bretonnian: Knights Errant-Shock Cavalry
These guys are your first heavy cavalry, and are fairly representative of a good amount of the game’s cavalry. They are quite deadly on the charge, but you absolutely cannot leave them in melee combat, because if they stick around too long they will eventually start to lose, even against units that don’t have bonus vs large. Their role is indeed shock troops, charge in, deal your damage, withdraw, repeat. However, as in the lore, these guys are a bit eager, so if they get stuck in, they may go berserk, and you will temporarily lose control of them.


Empire: Halberdiers-Core Infantry
This should be your core in any Imperial army. Excellent weapon strength, charge defense, and bonus vs large makes this fairly low tier unit a formidable opponent to most they come across. You do not want to engage these units from the front with your valuable units. Get behind them, or in their flank, to rout and destroy them, meanwhile tying them down with lower tier infantry in order to maneuver your more powerful troops in place. However, being unshielded, they are quite vulnerable to missiles.

Vampires: Zombies-Cheap Infantry
The literal worst infantry in the game, but they have the largest model count and very high health per model. These guys are the ultimate meatshield,

Other things:
Normalized all melee_attack_intervals to 4.5, so everything attacks at the same rate. Don’t know why this didn’t exist in the first place.

Learned how to add custom attributes, so that’s fun.

Some other values were messed with but those aren’t final, so I won't list those here.

To do:
Norsca: Feral Mammoth-Greater Monster
Greenskins: Goblin Archers-Archers
Wood Elves: Glade Riders-Skirmish Cavalry
Chaos: Aspiring Champions-Elite Infantry
Dwarfs: Greataxe Rangers-Close Quarters Infantry/Shock Infantry

Update: 22 Aug, 2017 @ 5:16am

Greenskin unit sizes done

Highest numbers of any faction. Largest cavalry units. Won’t have fantastic armor but will be able to just drown their enemies in bodies.

Update: 19 Aug, 2017 @ 11:28pm

Outriders now volley-fire. I've turned their repeater rifles into what are essentially shotguns.

If you've ever played Warhammer End Times: Vermintide, and you've used the Witch Hunter's Repeater Pistol, this is what I'm trying to emulate.

I tried to get a rapid 6-shot burst fire, but the animation glitched out, so this is what I have (its still pretty cool)

This is a permenant feature, btw. Enjoy

Update: 19 Aug, 2017 @ 9:42pm

Vampires updated

Largest numbers besides Greenskins (and have the largest single unit). Lots of powerful monsters, but not fantastic armor.

Update: 17 Aug, 2017 @ 7:24pm

Dwarf unit sizes updated.

Low numbers but best armor in the game, and some of the best artillery as well. Slow, tough, hard hitting.

Wood Elf unit sizes done.

Very low numbers but supremely elite, highly mobile, but very lightly armored. Bring artillery and magic, you’ll need it to catch these guys, and you’ll have a hard time outshooting them with regular skirmishers.

Tweaked some arty unit sizes and Chariot unit sizes as well. More consistency, and lower tier arty crews are larger.

Update: 16 Aug, 2017 @ 11:44am

Adjusted Norsca unit sizes (Yay Norsca is in the system)

I want to avoid making these guys “Chaos Lite” but obviously their core is going to have a lot of similarities. These guys will be a bit more numerous, and they’ll be more speed and offense orientated.

Chaos unit sizes adjusted

Beefy, hard hitting, numerous enough. Will have some of the best armor in the game.

Update: 15 Aug, 2017 @ 11:58am

Whoops. Forgot to adjust the mounts and siege engines for Bretonnia. Fixed that.

Empire Unit sizes done.

The Empire is the most “Basic” faction against all the others are being measured against. This is because A. They’re the faction I’m most familiar with and B. They are perhaps the most well rounded faction, being at least reasonable in all areas (Infantry, Cavalry, Artillery, Monsters) but not specifically excelling at any.

Tweaked Foot Squires, Battle Pilgrim, and Mounted Spear Yeoman model count and hardcap.

Beastmen unit sizes done

Re-integrated universal 360 degree firing. Yay.

Update: 14 Aug, 2017 @ 12:58pm

Bretonnian unit sizes updated.

Bretonnia is basically the “”good” faction that plays most like “Evil” factions, meaning that their infantry consists of large units of poor quality, and their main fighting strength comes from powerful, relatively cheap monsters and cavalry.