Total War: WARHAMMER II

Total War: WARHAMMER II

Refined Battle Morale
63 Comments
_Zevon  [author] 19 Jul, 2022 @ 9:38am 
Ah, yeah it looks like it's only split for that game. Sorry! I don't have wh2 installed anymore as I'm active with wh3.
Mehsaur 18 Jul, 2022 @ 3:01pm 
I only see a chevrons for Warhammer 3. Maybe it's only split for that game? It's okay, though, as I found another mod that overrides the indicators :)
_Zevon  [author] 16 Jul, 2022 @ 1:05pm 
The rank indicator comes from my Zorbaz Chevron's mod and is not included in this mod. I have split them into two mods.
Mehsaur 16 Jul, 2022 @ 1:02pm 
Is it possible to disable the part of of the mod that changes the rank indicator? I prefer the old ones, but I'd love to have the leadership changes.
_Zevon  [author] 3 Feb, 2022 @ 2:21pm 
Yeah, it modifies the global effects on morale, so it will apply to modded units.
n.pedrazalis 2 Feb, 2022 @ 12:53pm 
hello a question it applies to modded units ?
_Zevon  [author] 22 Nov, 2021 @ 7:40am 
Glad it helped! Feel free to reach out if you have any questions.

'army_destruction_alliance_strength_ratio' or 'army_destruction_enemy_strength_ratio' is the point at which 'ume_concerned_army_destruction' would kick into effect. So once the army falls below that ratio then it goes into effect.
Zaphod 22 Nov, 2021 @ 7:27am 
poking around in your mod's pack file has helped me understand how all this works quite a bit as well
Zaphod 22 Nov, 2021 @ 7:24am 
Now I am going to play with 'ume_concerned_army_destruction'. Perhaps I can get the results I want by lowering considerably. I am discovering that army losses is much more complicated than I thought. Messing around with too many of these tables makes me nervous I'm going to fuck up the games balance in some unforeseen way, so I want to keep it as simple as possible.

I've also been told 'army_destruction_alliance_strength_ratio' & 'army_destruction_enemy_strength_ratio' have a considerable effect but again don't want to mess with that just yet.

At any rate, thanks again for giving me more clarity of this. I am now, out of pure curiosity, see what a battle is like if I set the army loss penalty to 0 :lunar2019coolpig: for science of course
Zaphod 22 Nov, 2021 @ 7:17am 
Thanks for all the info friend hugely appreciate it :lunar2019coolpig: I started off by giving the AI a slight leadership buff in 'difficulty_modifier_ai_normal' (my whole reason for doing all this rather than just bumping up the difficulty is bc I don't like melee being useless on hard/vhard but want the AI to stay and fight me a little longer. yes i am bad :lunar2019piginablanket: )

Then I lowered the penalty for the AI's general dying/fleeing in 'ume_concerned_general_dead_ai' (and related). My reasoning here is that the AI tends to suicide rush their lord (especially if it is mounted) ahead of its army. So the AI most of the time pretty much takes a huge leadership hit before the fighting even really starts, which seems to have a domino effect the whole battle.
_Zevon  [author] 22 Nov, 2021 @ 6:16am 
PART #1

There are a several things that effect routing. There's the leadership value for each unit, when this amount goes negative the unit will rout and trigger a cooldown when it can return to battle.

There's also a stat that checks how many adjacent units are routing and applies a flat negative amount for each unit routing, but this appears to be modified by if the unit is marked as expendable or not.

There's also a modifier for when an army is heavily outnumbered by the enemy which can proc a huge penalty on leadership known as army_destruction. Additionally there are two modifier for when your general dies that applies a battlewide negative leadership impact, one for the short term and another for for the long term.
_Zevon  [author] 22 Nov, 2021 @ 6:16am 
PART #2

You might also look at how much morale units are losing when they are in combat. There is also a leadership penalty if your units become tired. If you adjusted some of these leadership negatives too high to where the negatives outnumber the unit leadership then the units will rout.

I'd recommend you pause the game right when the units start to rout and look at the leadership tag on each unit and sort out where the negatives are coming from and where you can improve morale, or reduce the impacts.
Zaphod 20 Nov, 2021 @ 8:45am 
@_Zorbaz Hey friend I was wondering if you could help a newbie modder with a very simple question for something im working on: which table(s) in kv_morale_tables dictates when a "mass route" occurs to an AI army? trying to see if I can solve the issue of the enemy armies mass routing within like 60 seconds of meeting my frontline...it is very anticlimactic lol.

If you could help I would be forever grateful :) if you are busy no worries.
_Zevon  [author] 18 Jul, 2021 @ 9:10am 
Okay, this has been updated for the latest patch! Feel free to reach out and let me know if anything is off. I adjusted the time to capture gates and towers to be a bit longer, so let me know if this feels excessive. Thanks!
_Zevon  [author] 24 Apr, 2021 @ 12:16pm 
Yeah, they are pretty tanky alright! :steamfacepalm:
Spicie 22 Apr, 2021 @ 9:59pm 
Yes this still works wonderfully. It was tested by me getting my s**t pushed in as vampire counts by Dwarves lol.
_Zevon  [author] 22 Apr, 2021 @ 12:57pm 
I'm not sure. I plan on returning to modding with the release of WH3. If you launch the mod as a stand alone and it doesn't crash then it is working. This modifies a few of the global combat settings, so it should still work.
Spicie 22 Apr, 2021 @ 9:57am 
is this still functional?
dark-sanguinus 19 Mar, 2021 @ 4:54pm 
update please ;)
_Zevon  [author] 26 May, 2020 @ 5:21pm 
Glad to hear it man! Enjoy!
Guts 25 May, 2020 @ 8:18pm 
Ah, thanks mate. Your mod makes a huge difference.
_Zevon  [author] 25 May, 2020 @ 2:06pm 
Yes, it has been fixed.
Guts 24 May, 2020 @ 11:33pm 
I think he means the bug with unit's melee stats
_Zevon  [author] 24 May, 2020 @ 11:28pm 
Where you facing an enemy where there had no general? Armies without generals tend to rout quickly.
WestonG 24 May, 2020 @ 11:23pm 
Is the bug still present? Really need a morale mod. 60 second battles are no fun.
_Zevon  [author] 24 May, 2020 @ 1:30pm 
I must have messed with the kv_morale table, and not reverted it. Thanks for the heads up.
Guts 23 May, 2020 @ 9:08pm 
I love that units stay in the fight longer for sure, but there's a serious bug with your mod mate. Units are getting ludicrously inflated stat increases from rank ups. My dragon princes at rank 6 have 88 melee attack with your mod active. 42 without.
_Zevon  [author] 23 May, 2020 @ 12:03pm 
Hey thanks! I'm thrilled to hear it!
Guts 22 May, 2020 @ 7:40pm 
I think i'm in love with this mod.
Guts 22 May, 2020 @ 6:22pm 
Intriguing! The benny hill esque battles of 70% hp units running away, returning, and running again does get old. Love your change to XP icons as well. Using purple is a great idea.
_Zevon  [author] 29 Apr, 2020 @ 2:28pm 
It's supposed to be Bronze, Silver and Purple - so I'm not sure where you're seeing the gold?
waffles 27 Apr, 2020 @ 1:51pm 
I can't tell the difference in bronze/gold, only silver stands out at all. The other colors are too muted. Also, they are a bit thin. I think perhaps if you just simply made the bars bigger, that might help a great deal.
_Zevon  [author] 27 Apr, 2020 @ 12:58pm 
Hey! Bummer about the icon not being readable for you. Can you elaborate why they don't read well?
waffles 27 Apr, 2020 @ 12:48pm 
Hello,

Regarding the rank indicators, maybe have a way to either mouse over and see the number (like you can in vanilla) or maybe make it an item to be configured in Mod Configuration Menu to put it back to vanilla? Personally I just can't really read what the ranks are with the changed indicators.
_Zevon  [author] 17 Dec, 2019 @ 3:38pm 
Glad to hear! ! hope you enjoy the mod.
Ciaphas Cain 17 Dec, 2019 @ 3:38pm 
Excellent news!
_Zevon  [author] 17 Dec, 2019 @ 3:37pm 
Yep. It handles custom units.
Ciaphas Cain 17 Dec, 2019 @ 2:59pm 
Can this mod handle custom units? Sick of battle mods not being able to handle them :(
_Zevon  [author] 12 Dec, 2019 @ 2:25pm 
Updated for the latest DLC!
_Zevon  [author] 25 Oct, 2019 @ 3:41pm 
Updated with new customs unit rank indicators. Let me know what you guys think. If y'all hate it I'll revert the changes back to the previous version :steamhappy:
_Zevon  [author] 31 Jul, 2019 @ 9:02pm 
Your welcome!
boberbobofbob 31 Jul, 2019 @ 8:39pm 
Thanks!
_Zevon  [author] 30 Jul, 2019 @ 2:58pm 
It should not crash, but I might tweak a few things with SFO's balance.
boberbobofbob 26 Jul, 2019 @ 9:41pm 
Does it work with SFO
_Zevon  [author] 19 Apr, 2019 @ 8:33pm 
Updated
_Zevon  [author] 17 Nov, 2018 @ 9:45am 
Yes it does.
Spicie 16 Nov, 2018 @ 7:51pm 
Been looking for a mod like this that boosts morale but doesn't do away with it. Does this still work?
_Zevon  [author] 25 Nov, 2017 @ 7:28pm 
I am using minos better ai2 and there are no issues, and i think that there will be no issues with the camera mod on the ultimate chaos
Rachel L 25 Nov, 2017 @ 7:16pm 
Would you be able to check?
Rachel L 25 Nov, 2017 @ 7:16pm 
Huhum, i will. I just dont think your mod will work with the current mods i am using because i use the ultimate chaos mod (that does include the better camera mod) and i also use better ai 2 with climates overhaul by minos (one of these two change the ai climate preference if i am not wrong)