Total War: WARHAMMER

Total War: WARHAMMER

Longer & Dynamic Battles
104 Comments
BigRowdy 6 Feb, 2023 @ 1:05am 
Perfect. This is the mod I have been looking for.
Gato 17 Jun, 2018 @ 5:05pm 
Listen to the last thing I'll say about this: Don't missundertand me, I wonder and have maximun respect for modders, for their efford on trying to give the community FOR FREE other options than the vanilla games, and at the end making games deeper and closer to the tastes of everyone... so first things first: Many thanks. BUT, at the same time everyone that does anything on the internet is on the spot and have to admit critics and praises from the people. As I told before "Im not saying that is wrong to make your own mod for your own good (and the people that likes it)", but I wish you could understand that is quite annoying trying to find a mod that makes TW:W like the old Total Wars, when charging from the back with a heavy cavalry to some no too strong infantry units cannot just only destroy them, even being able to change the fate of the battle... and find a mod saying "dynamic" when at the end makes battles longer...
Gato 17 Jun, 2018 @ 5:00pm 
Its really ridiculous watching dwarfs without a general surrounded by units with fear, terror, flanked even from the rear, the rest of the army destroyed or routing... and the need of using a dragon from the sky to make them to route (and they werent slayers, of course).

For everyone that wants, the only mod I have seeing moreless ok as I try to find is one called: "Total Warhammer", so if anyone knows another one that works, I am all ears.

One again, I admire the efford of modders (I wish I'll be capable of making my own).
Mundordin 3 Jun, 2018 @ 12:53pm 
"increased some of the penalties for casualties". 'SOME' means not all of them. the main point was asking you for a list of those that were affected or were not affected
Cotton Eye Joe  [author] 2 Jun, 2018 @ 5:40am 
"--- army destruction penalty was decreased from -120 to -28 to make the battle outcome a bit more dynamic"

did you even read the description?
Mundordin 2 Jun, 2018 @ 2:56am 
dont lash out at me, I said "their opinion/criticism on a mod" on "A" Mod, not 'your' mod. but if you want to go there, saying "Stop embarrasing yourself..." is a form of it

also fair enough, plus if it was that little extra detail that was needed to verify things then why not have it in the description
Cotton Eye Joe  [author] 2 Jun, 2018 @ 2:48am 
Try the mod and see if you like it! I will not start a discussion or anything.
The only change to morale is the army destruction penalty which is reduced to -28. All other morale penalties for casualties, flanking etc are the exact same as in vanilla or even slightly higher.

Btw. I didnt Trashtalk anyone. I provided the info requested but im not your personal advisor if you may like a mod or not, just fucking play it and see for yourself!
Mundordin 2 Jun, 2018 @ 2:02am 
I agree with Gato in some areas and not to mention at least make a discussion thread with the full changes or just the numbers on important stuff. (also nice summary, gives alot of info but not too long. but yeah needs more since its kinda a battle overhaul)

I will say that coz of a few things you've done/changed i most likely wont be using this mod although I 'would like to' as alot of the changes peaked my interest.

also just because someone tries to voice their opinion/criticism on a mod doesn't mean you can trash talk them.
Gato 24 May, 2018 @ 5:03pm 
So please, repeat me again which morale penalties you have increased and decreased please
Cotton Eye Joe  [author] 24 May, 2018 @ 9:13am 
The dynamic refers to the reduced army destruction penalty.
It often led to battles ending quite abrupt. With the current value it is more likely that units return to the fight after routing which leads to a battlefield that is shifting around hence the word dynamic.

Not the best choice of words i know. But i certainly didnt make morale nearly unbreakable. I in fact increased some of the penalties for casualties in quick succession and for rear attacks. The only values i lowered was total casualties and army destruction because they made chaff units like goblins almost unusable.
Gato 23 May, 2018 @ 4:02pm 
Fine, Im not saying that is wrong to make your own mod for your own good (and the people that likes it)... But a longer battle due to nearly unbreakable morale is definetly less dynamic and less strategic. More "cinematic"? YES, but less dynamic by far.
Cotton Eye Joe  [author] 23 May, 2018 @ 3:41am 
@Gato

No one is forcing you to play with my mod right?
I made it clear in the description that i have lowered the total casualty moral-penalty and the army destruction penalty.
There are so many battle mods in this workshop and im sure theres even one for your specific taste.

I enjoy the increased battle length of lowered morale.
Gato 20 May, 2018 @ 12:12pm 
No, i just have an opinion, a quite obvious one. Is that "blabla 12 years old" stuff the only thing to defend the ilogic "no-morale-battles are better"? Pff
jpinard 28 Mar, 2018 @ 2:51pm 
Gato - what are you like 12?years old?
Gato 25 Mar, 2018 @ 12:42pm 
No, am not doing it. I have being playing TW since Med1 and Warhammer tabletop since 6th and I exactly know what I am saying. If someone prefers to make morale to be less important on battle, maybe he/she must try Age of Empires instead.
Cotton Eye Joe  [author] 25 Mar, 2018 @ 12:16pm 
Stop embarrasing yourself...
Gato 23 Mar, 2018 @ 11:05am 
You cannot say "longer and dinamic". If its longer, fighters doesnt die and morale doesnt affect that much, wich it means more boring and less tactic... something like charging from the rear will not make an enemy to flee, something that is against warhammer fantasy and total war. In other words: pure crap
Cotton Eye Joe  [author] 2 Oct, 2017 @ 1:23am 
Maybe a little bit faster but definitely a lot slower than Warhammer 1
Mudrac 1 Oct, 2017 @ 2:25pm 
Interesting, I got the feeling it is quite fast compared to first one with your mod.
Cotton Eye Joe  [author] 1 Oct, 2017 @ 11:21am 
At the moment it doesnt seem that my mod is needed in Warhammer2. The combat speed is quite similiar there already. But i will think about making a mod for it when the workshop is available!
Mudrac 1 Oct, 2017 @ 10:59am 
Hi,

Just want to tell you I really like your mod, it slows the battles down, while not doing any drastic balance changes. So, do you plan to do it for Warhammer 2?
Priest 30 Aug, 2017 @ 12:37pm 
Ok thx for the reply :)
Cotton Eye Joe  [author] 30 Aug, 2017 @ 10:20am 
@Priest
It should be as long as those unit mods dont change any combat related stuff
Priest 30 Aug, 2017 @ 9:25am 
Is this compatible with unit mods?
Cotton Eye Joe  [author] 20 Aug, 2017 @ 8:30am 
Hello Karelian,

thanks for your comment. I tested it 2 days ago and the mod should work alright with the new update.
{R.o.T} Karelian 19 Aug, 2017 @ 5:35pm 
Your battle mod is the best .and i tried every single combat mod (1k play time with heavy modded game) I assume this get updated since its say so in change notes.
Anon052 13 Aug, 2017 @ 6:39pm 
Hi,
will you update the mod for the newest version of the game? Or does it work with the newest patch?
Did you change units with regeneration? Because if not I think they get better a lot, they have more time to heal and are not hit as often as unmoded.
Cotton Eye Joe  [author] 16 Jun, 2017 @ 6:54am 
ok i could get it to run again. But im not sure if it is 100% the same as before!
heres the link:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=948078366
௵Pailerr The DCS 15 Jun, 2017 @ 10:56am 
Cotton Eye Joe  [author] 15 Jun, 2017 @ 10:39am 
ok i see, do you have a link to the old mod?
௵Pailerr The DCS 13 Jun, 2017 @ 1:38pm 
https://www.youtube.com/watch?v=2lDTJwWbHzE
Like this? This mod is a ghost. No update since Aug '16. Many people like me are mourning for it but I've been looking for the modders who could do this and there will be a hope. XD
Cotton Eye Joe  [author] 13 Jun, 2017 @ 10:42am 
hmm well, i actually have no idea how to do that. I even doubt that this is possible.
௵Pailerr The DCS 12 Jun, 2017 @ 9:54pm 
super random question since you are a decent modder, Are you able make the soldiers to fight more chaotic and without restraint, not caring much about holding the line and formations? Loose formations that dont reform? Likes ur mod!
Cotton Eye Joe  [author] 20 May, 2017 @ 9:56am 
@Stinker
you can still make them fire into melee engagements. They just wont fire directly over the heads of your own troops into the enemy that is engaging them.
try and use the prolonged combat duration to maneuver your missile units into the flanks or higher terrain to get better shots at the enemy.
Stoinker666 20 May, 2017 @ 8:21am 
Missile units not beeing able to fire at enemies that are in close combat is realy annoying. It nullifies the entire tactic of relying on missiles as damage dealers and makes certain garrisons useless. I lost a battle against a bunch of Chaos Marauders just because my crossbowmen couldn't fire.
Lampros 28 Apr, 2017 @ 11:02am 
Ah, darn. So I have to change the values manually. Thanks much!
Cotton Eye Joe  [author] 28 Apr, 2017 @ 10:53am 
yes you can. thats base attack_interval modifier. But for ranged weapon damage there is no such value in any table that i know.
Lampros 28 Apr, 2017 @ 10:50am 
Ah, you can just change melee_attack_interval on KV_rules?! I thought you had to do every weapon type on melee_weapons table. Wow.

Is there a similarly easy way to nerf ranged damage?
Cotton Eye Joe  [author] 28 Apr, 2017 @ 10:46am 
i set the values in the table kv_rules as follows:
melee_hit_chance_base 24
melee_hit_chance_max 84
melee_hit_chance_min 9
melee_attack_interval 4.4

hope this helps.
Lampros 28 Apr, 2017 @ 9:25am 
Ah, ok. But can I get specific figures? Also, increasing attack interval as in changing every entry in the melee weapons file?
Cotton Eye Joe  [author] 28 Apr, 2017 @ 9:09am 
@Lampros

" --- reducing the melee hit chance globally and increasing attack interval, so melee engagements last longer. "
Lampros 28 Apr, 2017 @ 8:40am 
How did you slow down melee by 33 percent? Manipulating to-hit chance?
Cotton Eye Joe  [author] 28 Mar, 2017 @ 11:05am 
@Cherry
I dont think it will work together. As far as i know Steel Faith changes similiar stuff. So the changes will probably conflict.
cherryfunk 25 Mar, 2017 @ 9:27am 
Jack: will this work with Steel Faith? I'm guessing no, since SF tweaks most unit stats.
Cotton Eye Joe  [author] 28 Feb, 2017 @ 12:03pm 
Ok the mod is updated and works fine with the new Bretonnia Patch :)
Cotton Eye Joe  [author] 28 Feb, 2017 @ 4:53am 
I will update the mod tomorrow at the latest, maybe even today to make it fully compatible with the Bretonnia Update!
Cotton Eye Joe  [author] 26 Feb, 2017 @ 12:48am 
No problem, I hope you have fun playing with my mod ;)
ExPR 25 Feb, 2017 @ 10:05pm 
wow, thanks for the quick reply :D
Cotton Eye Joe  [author] 25 Feb, 2017 @ 11:36am 
@DumBoCow
Yes should be compatible with all unit mods.
ExPR 25 Feb, 2017 @ 10:50am 
didn't mention this in the compatibility but, compatible with unit mods? Yeah I know im stupid. Just curious just to be sure.