Total War: WARHAMMER

Total War: WARHAMMER

Total Overhaul: Warhammer-Development Version
Zobrazuje se 11–20 z 25 položek
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Aktualizace: 10. srp. 2017 v 19.42

NORSCA UPDATE. CONSIDER EVERYTHING CHANGED FROM VANILLA

Managed to port over all my kv_rules tables stuff and kv_fatigue tables stuff, so thats all the same.

Functionally ported the Shield tables.

Dug up a new table, unit_fatige_effects_tables, which determines what the effect of being tired is on the unit. I normalized all those values (So Active is .9, Winded is .8, etc) however, while I was perusing those, I found that some of the lower values (Very Tired and Exhausted) actually reduces armor...which is dumb. So I got rid of that.

Because of these changes, keeping your units’ stamina up is much more important. So avoid running when you can, and rest your units if you have the oppertunity

Aktualizace: 24. čvc. 2017 v 21.45

So amazingly, Old Friend didn't shatter my mod.

Sorry progress has been kinda slow.

This isn't a big update, mostly just trying to keep to my promise of not going more than a month between updates.

Tweaked Fatigue a bit. Still trying to make units tire a bit slower

Increased all units that had 12 models to 16 models.

Still working on Armour Tables.

Forgot to do this for this update, but I'm going to reduce the Mounted Yeomen archers' ammo to something like 10 or 12, cuz they are absolutly murdering the Halberdiers. I think I have to tweak their damage as well, similar to the Ranger's throwing axes.

Aktualizace: 21. čvn. 2017 v 20.43

Updated Yeoman Archers to the "Final" version, and this time gave them their appropriate leadership and attributes.

These guys use longbows...while mounted. So I figured the best way to balance that and still keep it "realistic", I removed their ability to fire on the move. Given their range (Again, longbow) this isn't so much of a problem, so now you move to a spot, fire a few volleys, and relocate.

Now, Cavalry historically were not meant to get stuck in an engagement and fight it out with the infantry. They have full melee attack stats, but they have a 50% debuff to melee defense. This really emphasizes Cavalry's traditonal role: either "Light", used for scouting, skirmihsing with other scouts, or running down routing units, or "Heavy", charging in and eploiting a weakness in a battle line, possibly causing a rout. This is what I hope to accuratly reflect in the game. I think the Yeoman get it down fairly well. You will see, as soon as they are caught by either the Halberdiers or the Rangers, the practically disintegrate.

I will probably end up reducing their ammo a bit, but otherwise, this is roughly their final form.

Also nerfed throwing axes slightly in the damage department, but they are still pretty effective.

Aktualizace: 7. čvn. 2017 v 20.13

Dwarf Greataxe Rangers have updated stats. Picked these guys specifiaclly so y'all can see how ranged weapons are going to work, sorta.

Halberdiers had their health tweaked slightly.

In this iteration of the "Final" balance, the Rangers will lose to the Halberdiers if they engage in melee without using their throwing axes, but if they throw their axes (Like 2 volleys) they can take them no problem. This feels pretty good to me, as Rangers arent really supposed to be a frontline melee unit, but a very dangerous "light" infantry unit, so this works.

Some Dwarf units are going to have unit sizes changed....or maybe I already did. I gotta double check. But yeah, just updating the dwarfs mostly this update.

Also lowered heatlh across the board slightly as an overall stat change, so all units are minorly affected by this. Some will be more than others, but this isnt the final health change.

Aktualizace: 7. čvn. 2017 v 12.39

Finished Dwarf armor, and resistances

Fixed the Wood Elf crash

Reverted Swordsmen to their orignial stats for Melee Attack, Defense, Health...some other stuff. I know right now are a core unit so I didn't want them to be changed up too hard. Gotta figure out which Dwarf unit I'm going to edit, so there may be a small patch that adds that in. Halberdiers are still in their "final" format

Aktualizace: 1. čvn. 2017 v 20.17

Just wanted to put up the work I've gotten done so far. Just to reassure that it is progressing, if slowly.

Bretonnia Armor and Resistances done

Empire Armor and Resistances done

Some Dwarf Armor Done

Empire Halberdiers and Swordsmen have been given thier updated Melee Attack, Melee Defense, Weapon Strength (Including bonuses), and Hitpoints, so everyone can see how generally the mod will feel when its doen. I still gotta give em their abilities, so that will change, but those two units are basically in thier final form.

Reduced the unit sizes for most of the WE Elven units, they were putting too many arrows downrange (especially with how ranged weapons are going to be working) and tinkered with some of the tree units. Should feel a bit better now. I think the most basic Elf units (Glade Guard) are now at least T4, so further stressing the elite, small numbers of Elves, even within thier "militia".

That...should be it. I think you may find that most armors are different than what they were in vanilla, accross all factions, but thats because I had a different system of doing armor when I first did them, so now I gotta go through and re-do all of em (Besides Bret and Emp)

Thanks for your patience everyone.

Aktualizace: 14. kvě. 2017 v 20.27

Added TWO extention to the mod files, so your game shouldn't crash if you have another mod enabled

Also changed the picture, because the old one got deleted apparently

Aktualizace: 11. kvě. 2017 v 23.16

Small update. Fixing unit counts. Most tiers have higher unit counts now. All in all, should reduce the disparity between unit counts, and the progression of models should make a bit more sense.

Aktualizace: 11. kvě. 2017 v 5.10

Okay, the change notes. I haven't been recording so all of this is from memory, so forgive me if I miss a few things. Also, these are going to be more general than specific, but it should at least give you a good idea what the mod does.

Most units have had their model count changed, some are insanely high, some are quite low. A couple examples include Zombies, which have had thier models bumped up to a whopping 480, while others like Reiksguard have been cut down to a tiny 40. The unit sizes may not make a whole bunch of sense for now, but as things like weapon strengh, melee attack and defense, and prices change, things should hopefully make a bit more sense.

Hardcaps. Campaign will not include these, but they are there for balance reasons. Some examples to follow (Titles based on quality of unit):
Civilian-(Zombies, Peasants): 8
Milita and Core (Goblins, State Troops): 6
Veteran and Professional (Greatswords, Most Knights): 4
Elite and Champion (Chosen, Blood Knights): 2
Heroic, Lordly, and Legendary (All Heroes, Lords, Legendary Lords, and most of the big units like Giants): 1

So no goon squads anymore. Sorry Gobbo Big Boss spammers (except not really)

Fatigue tables have been changed. Running and charging now costs the most stamina, while fighting and shooting have been cut down. Walking does not drain or regain stamina. Some other minor changes as well, but overall this should encourage players (and the AI) to march to combat, saving as much energy as they can for the fight. This also means fighing should last a bit longer as well before units tire. The diffrence between fatigue levels has been reduced (Fresh, Active, Winded, etc), but this also means units will regain stamina quicker. Also I belive the threshold for Active has been increased, so again, units shouldnt start losing stats too quickly

All ranged units can fire 360 degrees now. This should hold formations together a bit better, and also makes certain ranged cav (Outriders) more useful

Melee attack intervals have been standardized (4.5) so there wont be any hidden mechanics making your Halberdiers suck against Goblins.

There were some base stats regarding chance to hit hidden in one of the tables. In vanilla, there was a 40% base chance to hit, with 10% being the minimum and 95% being the maximum. I have changed this to have a 0% base, a 15% minimum, and a 90% maximum, which should make the disparity between units melee defense and attack more important. It also makes the combat significantly slower, maybe a little too slow in its curent state. When the updates to health, wepon strength, and melee stats are implemented, this problem should be fixed.

That should be it. I'll edit it in case I remember something.

Aktualizace: 28. úno. 2017 v 13.25