Total War: WARHAMMER

Total War: WARHAMMER

MattoFrank's Realism [Complete Overhaul] - no longer working
MattoFrank  [developer] Apr 26, 2017 @ 12:49pm
Grand Big Explanation of Everything
Hitpoints: All humans/humansized creatures have 50HP, even cavalry (you don't need to kill both horse and rider, only the rider, so no additional HP). Goblins have 40HP (more frail than humans), Grail Knights have 60HP (can take crippling wounds and fight on - for a little while!), Orcs have 70-90HP, depending on their size (they're pretty 'ard). Skeletons have 70HP, Zombies 80HP, as they will continue fighting even after loosing limbs. Vampires have 100HP. Monsters have 300-600HP, giants and the like 2000-5000HP. Lords and Heroes have ten times the HP they would have as a "normal unit", so human Heroes generally have 500HP, for example.
Ingame meaning: This is pretty obvious if you ever played any videogame, but when an individual "entity" (a warrior) goes down to 0HP, it dies. HP are lost by receiving damage. The sum of all soldiers' HP in a unit is displayed in-game as a unit's HP and this is the relevant factor for "damaged sustained" mali to morale. For this purpose, there is no difference between a unit of 200 entities having 100 entities die or a unit of 200 entities having each entity lose half its HP although all of them are still alive.

Armor: A light plate harness (like statetroops wear) grants 35 armor, with some more plates (greatswords, grave guard), it grants 50 armor. A full suit of plate armor grants 70. Chainmail grants 40 armor, with some plates on top it grants 60. Light armor (most Greenskins, Norse marauders) grants 30. Chaos Armor grants 90 or even 100 armor. Some beasts also have natural protection, dragons for instance get 60 armor from their skin. Riders on unarmored mounts lose 25% of their armor due to the vulnerability of their mount.
Ingame meaning: Half the armor value is always detracted from the damage an entity receives, the other half of the armor value is randomly detracted. A unit with 0 armor will always receive full damage, while a unit with 100 armor will receive between 50% and 0% of damage. A unit with 200 armor is immune to damage. Armor piercing damage however ignores this mechanic and always causes 100% damage.

Shields: Shields allow units to block 50 to 80% of projectiles coming at them from the front and also grant a 10-20 bonus to melee defence. Both obviously depends on the shield's size. Mounted warriors lose some blocking potential. Carrying a shield is somewhat encumbering and therefore causes -5 melee attack.
Ingame meaning: Blocking is a chance to completely ignore all non-artillery missile damage hitting a unit from the front. A unit with 50% block will ignore 50% of the projectiles hitting it frontally. This is different from missile resistance, which detracts from the damage dealt by individual hitting projectiles.

Leadership: Regard 50 as normal. Imperial statetroops have 60, knights have 80. Goblins have 30-40. For the undead, leadership represents not bravery but how stable their magical bonds are.
Ingame meaning: Another pretty obvious one, but here we go: A unit that falls below 0 leadership will break and run away. If it puts some distance between it and the enemy and somehow reaches a morale value of more than 0, it will rally after about 20 seconds. This might be due to a nearby Lord, no longer being in a melee it was losing, or no longer being under missile/artillery fire, etc.

Speed: Most humans have 32, which is the slowest running speed you can give them without negatively affecting animations. I did this for all units - infantry and monsters generally are the slowest they can be without looking weird. Cavalry, especially light cavalry, is much faster than infantry, which should be obvious, and flyers are much faster again.
Ingame meaning: ... Yeah, this is how fast an individual entity moves. Impact damage is hugely affected by this - the faster a unit, the more damage it causes by simply crashing into the enemy. See "Charge Bonus".

Melee Attack/Defence: This is tricky. Every unit has a base value here. 40/40 is normal for barely trained soldiers, well trained troops have 50/50, veterans have 60/60, elite warriors have 70/70. This base value is then modified as follows. Sitting on a horse makes defending yourself harder, so that’s -5MD, although it gives an offensive edge due to height, so that's +5MA. Chariots get the same effects as cavalry and an additional -10MD on top. Shields, as mentioned above, grant +10/+15/+20MD. Then, weapons play a huge role.
Ingame meaning: Melee Attack and Melee Defence determine the chance of an entity hitting another entity when it attacks. The defenders's Melee Defence is subtracted from the attacker's Melee Attack and the result is added to a base hit chance of 30%. A warrior with MA 50 attacking a warrior with MD 40 for example has a 50 - 40 + 30 = 40% chance of hitting. Minimum hit chance is 10%, maximum hit chance is 90%.

Weapons: Here’s a list of what weapons do, both in terms of modifying Melee Attack and Melee Defence and in terms of normal- and armour piercing damage.
  • Axe: 15dmg, 3ap, -5MD. This is an unwieldy weapon, but it has some armour-piercing capability.
  • Great Axe: 25dmg, 5ap, -5MD. It's a bigger axe!
  • Hammer/Mace: 8dmg, 7ap, -5MD. This is an unwieldy weapon, but it is pretty decent at „piercing“ armour, as the armour does not actually have to be pierced in order to cause blunt trauma to the victim. Overall, however, it causes less severe wounds than an axe or a sword.
  • Great Hammer: 13dmg, 12ap, -5MD. It's a bigger hammer!
  • Sword: 20dmg, +5MA. A sword allows for fine maneuvers in combat, giving the bearer an edge over combatants with heavier arms. Damage potential, too, is fairly decent, but against armoured enemies, swordfighters will run into trouble.
  • Great Sword: 30dmg, +5MA. It's a bigger sword!
  • Spear: 15dmg, +5MA/+5MD, +5dmg vs large units. The weapon's length gives the wielder an edge in combat and allows the wielder to keep the enemy at a distance. Not a very strong weapon, though. Damage bonus against cavalry and monsters, as the weapons‘ reach allows for easy stabbing of riders and deep penetration into beasts‘ bodies, hurting vital organs.
  • Spear (cavalry): 15dmg, +10MA. Using a spear from horseback grants decent reach, allowing for easier attacks on the footfolk below. Spears also grant a good charge bonus, being lances‘ little brothers.
  • Pike: 15dmg, +10MA/+10MD, +10dmg vs large units. Even longer than a spear and operated with both hands, pikes give a big range advantage. A wall of these pikes is a daunting obstacle for both cavalry and monsters. A frontal charge on a unit of pikemen is useless, as this weapon grants immunity to cavalry-/monstercharges and a damage bonus against both. These stats consider pikemen to always be part of a formation - I am aware that in a duel, a pike is not particularly good.
  • Halberd: 23dmg, 7ap, +5MA/-5MD, +5dmg vs large units. A halberd is badly balanced and defending oneself with it is very hard. It's damage potential is enourmous, though, and it's a good choice against armoured enemies. Damage bonus against cavalry and monsters due to the weapon's reach.
  • Staff: 12dmg, +5MA/+5MD. A staff is not a very good weapon, although it's somewhat useful for self-defence.
  • Lance: Cavalry using lances are treated as if carrying swords, because that's what they would usually switch to after the initial attack, but they get a huge mass bonus. Mass is a hidden stat that, along with speed, determines impact damage. Cavalry with lances absolutely obliterates anything in its path!
  • Claws and Teeth: Xdmg, Xap, -5MA/-5MD. Damage here depends on the beast we’re talking about, but since they have a big range disadvantage and cannot parry or deflect attacks except with their own body parts, they get a malus to their combat ability.
  • Dual-Wield: Xdmg, Xap, -5MA/-5MD. Dual wielding is quite difficult to get right, so it detracts from combat ability, but it doubles the attack speed. This is the theory at least. Since attack animations last for about 2,5 seconds, a slower attack speed is not possible, so now dual-wielders gain +50% weapon damage.
Normal fighters attack every 3 seconds, regardless of weapon. Dual-wielding increases this to an attack every 1,5 seconds (in theory).

Ranged Weapons: Here's ranged weapons explained.
  • Bow: 200 range, 20sec reload, 20dmg, good at long range but generally inaccurate. Goblins cause less damage with bows (less drawing strength) and are more inaccurate. Orcs are even more inaccurate than their small counterparts, but their superior strength makes their bows more deadly when (if) they hit.
  • Longbow (Wood Elves): 250 range, 20sec reload, 15dmg, 5AP, good at long range but generally inaccurate. Elite Elves are very precise, though, and fire pretty quickly. In between all-round bows and Bretonnian Longbows, as Elves don't generally have to deal with Knights at long range and thus don't built their bows for armour penetration.
  • Longbow (Bretonnia): 250 range, 20sec reload, 12dmg, 8AP, good at long range but generally inaccurate. Along with Elven longbows, these have the highest range of all earthly weapons in the game. They can punch through armour, as they should, considering where they are used. Their firing rate and range make them superior in this regard even to crossbows.
  • Crossbow: 200 range, 30sec reload, 10dmg, 10AP, poor at long range but a bit more precise than bows at short range. Also, crossbow troops are cheaper than their bow shooting counterparts in the campaign, to reflect them not needing nearly as much training to become proficient with their weapon.
  • Handgun: 175 range, 45sec reload, 10dmg, 40AP, horrible at long range, increasingly "precise" at short distances. Almost completely ignores shields. Guns will kill you! Also, handgunner troops are relatively cheap in the campaign, due to how little practice it takes to learn gunnery compared to archery. Dwarven guns are a bit more precise at long range, since Dwarven engineers actually know what they are doing.
  • Pistols: 100 range, 45sec reload, 20dmg, 30AP, horrible at medium range, not exactly precise even at short range. Shields are partly pierced.

Charge Bonus: The base value is 5, but some units have 10 or even 20 because they are especially ferocious on the charge (orcs, gors, slayers) or can exploit a sudden attack in another way (warhounds/wolves jumping on their prey for example).
Ingame meaning: This is a bonus to Melee Attack applied within the first 10 seconds of a unit charging. A unit will start "charging", which is a separate kind of movement besides walking, running and flying, at a bit of a distance, so this affects the first 1-2 attacks once a unit actually starts fighting.
The extreme "charge"-damage caused by cavalry units, especially with spears or lances, is actually "impact damage". Impact damage is determined by an entity's mass - a hidden stat - and an entity's speed at the moment of impact. Cavalry has more mass than infantry, and cavalry with spears gets an extra bonus to mass, while cavalry with lances gets an extra extra insane super-bonus.

Reload: This mostly hidden value used by ranged weapons is actually fairly important. The more experienced/better trained a unit is, the faster it can reload and thus the faster its rate of fire. Most units start out with 10 reload skill, which gives them 10% faster reload. This, combined with the fact that I put basic rates of fire at 110% of what they should be, means that basic units have normal rates of fire. More experienced units have 20, 30, or in the case of some elite elves, even 40 reload skill, which lets them shoot very quickly.

Ammo: (Cross-)Bowmen carry 10 arrows/bolts, gunners carry ammo for 4 salvoes, javelin troops carry 3 javelins and axe throwers carry 2 axes (plus the one they don't throw away). Mounted archers/gunners carry 50% more ammo (more capacity in saddle pouches), chariots twice the normal amount of ammo (lots of spare room). Historically, ranged troops carried far more ammo, but for balancing's sake, I restricted this a lot.

Experience: Units get noticeable boni from their experience levels now. Leadership, Melee Attack/Defence and Reload Skill can increase as much as 30% through experience!

Some Races are obviously physically very different from humans and receive boni and mali to their stats.
Dwarves: Due to their height disadvantage, they get -5MA/-5MD. Otherwise, they're comparable to humans.
Goblins: Like Dwarves, they get -5MA/-5MD due to their height. They also cause 10% less damage due to their inferior strength.
Orcs, Gors, Vampires: These races cause 10% more damage due to their superior strength.
Bigger Orcs, Chaos Warriors: These brutal mountains of flesh cause 20% more damage.
Damsels, Necromancers: They are not exactly another race, but since they're weak women/old men, they cause 10% less damage.

Monstrous Units mostly do AoE damage, which is quite a complicated affair due to lots of hidden stats. Very basically, Trolls, Minotaurs, Crypt Horrors and comparable units cause twice the damage they would with human strength, while Giants etc cause four times that damage. Due to the way AoE damage works, you'd have to look into the files to see proof for this, as the in-game stats for AoE weapons will not properly reflect this. Monstrous Units attack every 4 seconds.

Lords and Heroes get a multiplier of 5 on their weapon damage, which makes them especially good at killing each other (against most normal enemies, it's mostly overkill). Monstrous heroes get a multiplier of 2,5 on their weapon damage, because everything above that would be too insane.
Last edited by MattoFrank; Jun 19, 2020 @ 6:46am
< >
Showing 1-10 of 10 comments
Andrew Oct 13, 2017 @ 10:09am 
Finally someone who did a realism overhaul!
I have a few suggestions: I think the weapon type should have a greater imapct on MD or MA. For example: Using daggers will provide about 0 melee defence. With a two handed weapon you should have a higher chance of hitting somebody harder, but if you have your hands on a stick of a great axe, you expose your fingers...
Also I would like to see race-specific stats. Dwarfs have less reach than humans, so they should have a harder time hitting somebody. Due to their size, shielded dwarfs should have better missile block chances than humans. Goblins are agile but weak, so the have a harder time at blocking hits.
Then there are missile weapons: An average crossbow is stronger than an average bow, so crossbow units should have superiour range and bows should have less AP damage, but a faster reload time, maybe something between 5 and 10 seconds could be realistic, without affecting accuracy.

I would appreciate it, if you would adapt my suggestions. But even without it I like your overhaul.
Greetings- Andrew
Last edited by Andrew; Oct 13, 2017 @ 10:12am
MattoFrank  [developer] Oct 13, 2017 @ 11:03am 
Hey, glad to hear you like my mod. I have experimented with various degrees of MD/MA variations and what I'm going with now works good, so I'll leave it as it is. Your points about more race-specific stats are correct, but implementing them would screw with things too much.
Dwarves do however already have a very high missile block-chance and crossbows do more AP-dmg than bows and reload slower. They do however have inferior range and less accuracy (at long range) than bows to represent the problems arising when shooting a crossbow ballistically. Range in-game is not only about how far a projectile will go but at what range it will still be effective.
Scottx125 Nov 11, 2017 @ 4:59am 
I don't know about some of your reasoning. Pole arms are just as manouverable if not more so than a greatsword. They are FAR lighter. And also you don't need to be able to swing them wildly because that's not how they are used, you poke and prod your enemy who is out of range (they are at a massive disadvantage because of this in any situation unless they have a longer or similar length polearm). Same applies for spears. Pikes on the other hand are only useful in massive formations with depth. If you want to make a truly realistic picture, I'd rec watching Skallagrims videos.
MattoFrank  [developer] Nov 11, 2017 @ 11:15pm 
In my understanding, halberds (which you mean when talking about pole arms here?) are basically axes with oversized shafts creating large kinetic leverage when hacking at the enemy. Superior range of spears was considered by me and is the reason for higher melee defence (keeping the enemy out of range). Proper pike mechanics are no longer possible from a game-engine point of view. There is a stat called "weapon length" in the files, but it has no effect anymore. So that's why I simplified it to "pikes are better" ...
MattoFrank  [developer] Nov 16, 2017 @ 6:38am 
Thanks for the Skallagrim tip, though, it's a nice addition to Shadiversity :P
MattoFrank  [developer] Feb 19, 2018 @ 4:13am 
Just for the record: Andrew's suggestions have actually been implemented in the meantime.
Buzz-buzz Sep 27, 2019 @ 10:49am 
In fact, it needs an additional adjustment according the very declared realism itself in some ways, e. g. why are the chaosmen are strong as the big orcs, not of the ordinary size or there's still a bit too high accurasy and reload speed and low damage of the handgunners guns' bullets, which was in real history a one-shot maker, based at its 15-18 mm diameter, though the reload speed might be almost OK due to headgunners obviously have the paper cartriges instead of the separate bullets and powder charges or even just one powderbox and that quickens the reload speed much. But thanks for the good work though. I have a few questions: how do you edit the shield block chances of the diffetent types of ammo, especially the bullets and the others, how do you make the horsed and lanced knights fight with their swords after performing a charge and how do you think, is it really possible to return to units their blocking animations from the previous parts of the series or allow the second row of spearmen hit through the first or even make the different HP for the horse and the horseman with separete death for each or at least make them get off a horse? I'm just a newbee at modding.
Last edited by Buzz-buzz; Sep 27, 2019 @ 5:39pm
MattoFrank  [developer] Sep 28, 2019 @ 5:56am 
Please express yourself clearer next time, it is very hard to understand your messy writing.

Accuracy, reload speed and damage for everything has been thoroughly tested and the most realistic feeling resulted from the parameters I use now. I tried a version with one-shotting but inaccurate guns, but it felt wrong and was less fun than in the current version.
Shield block chances for different types of ammo: I created a custom effect and made it an on-hit-apply for guns and pistols - basically, it works like the poison effect, but reduces block chance. You'll find it in the phases_tables I think, it's called "block-50" or sth, and in any case will be at the very bottom of the table. From there you can look through the other relevant tables and work it out through backwards-engineering.
Making knights switch to swords after the initial charge is sadly not possible. Well, it might be, but it would be way beyond my skills and can definitely not be achieved without extensive scripting.
Different animations are also not really possible, although you could try and import animation assets from rome2 for example and make the normal man-sized units use them. Still not sure if that would work, though. Hitting through multiple rows is also not possible, as the weapon-length parameter in the melee_weapons_tables is no longer used by the game.
Separate HP for horses and riders are possible. Mounts' HP can be modified in battle_entities_tables and I actually managed to get one or two riderless horses running around the battlefield somehow, but it doesn't reeeaaaally work.
Buzz-buzz Oct 3, 2019 @ 1:12pm 
How did you edit the within-units spacing and the units experience effects?
MattoFrank  [developer] Oct 4, 2019 @ 7:59am 
spacing is determined by
1. entity size, edited in battle_entities_tables. But be careful, the column headings are wrong in that table. "radius" and "charge_distance_pick_target" are switched I think. When in doubt, just edit both columns, charge distance is not that important anyway.
2. unit spacing, edited in unit_spacings_tables. In land_units_tables (or main_units_tables, i dont remember) you can assign different unit spacings to different units.
< >
Showing 1-10 of 10 comments
Per page: 1530 50