Total War: WARHAMMER II

Total War: WARHAMMER II

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Boyz Will Be Boyz - Closer to Tabletop overhaul (CTT)
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Tags: Mod, Overhaul
File Size
Posted
Updated
6.889 MB
28 Nov, 2017 @ 11:20am
20 Aug @ 4:29am
318 Change Notes ( view )

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Boyz Will Be Boyz - Closer to Tabletop overhaul (CTT)

In 1 collection by Cataph
Cataph's stable collection - WH2
50 items
Description
To business!

- CTT aka Boyz will be Boyz is an overhaul intending to offer an alternate balance take: closer to tabletop balance, more unforgiving, with more focus on counter-play and loss management.
This means stats were rebuilt on ALL units. The system has worked beyond our expectations and it has proven enjoyable even to testers that were not tabletop-savvy.

- Tabletop stats and rules are converted via spreadsheets and patterns, with little to no arbitrary juggling. Where this is not possible (e.g. abilities), careful planning and manual action ensues.
Units will not be artificially tuned for "defensive roles", and we'll make sure they stay as true as possible to their miniature selves. We either fix our own mistakes, or balance via unit sizes and such, or correct the entire formula.

- A big ol' pile of abilities, phases, passives and thingamangies.
Including and not limited to artillery misfires, Eye of the Gods, four stances for Wardancers, three for Black Orcs, staged passives for Flagellants and Minotaurs, an actual Killing Blow thing for the right people, bumpy chariots and EXPLODING steam tanks.

- Generated campaign dynamic unit caps.
Because we can't have stacks of 19 black dragons, can we? Special+ units need cap contributions from each building/source.
We also override DF's Tabletop Caps with new generated weights when that mod is enabled, for a double layer of unit pooling.


SUPER RECOMMENDED READING for more info: ATTACHED GOOGLE DOC aka THE PAMPHLET.[docs.google.com] Template for modders inside.

They are answered in the said doc, but I will anticipate these here:
- NOT COMPATIBLE with other battle overhauls and tweaks, NOR with additional units unless specifically mentioned in the pamphlet.
- COMPATIBLE with actual reskins, most campaign overhauls and tweaks, certain AI mods (like Celtik's), startpos mods, supported mods THAT ARE FULLY OPTIONAL. We take care of compatibility internally, without needing separate submods unless handled by fans!
See also my stable collection.
- Can be used on an existing save game (it was meant to be possible to disable it mid-campaign too, but something is preventing it for now).

'OFFICIAL' SUBMODS:
- Unit Pack. Current units added in this optional submod can be previewed in custom battle in this main mod.
- Please Don't Die edition: slower combat version.



For any question and doubt, don't forget to check the linked doc beforehand and this quick mod user guide![tw-modding.com]
Mac users: due to a problem with the Mac port and the symbol '@', this pack will not fire for you. You'll have to find the pack locally wherever mods are installed on the Mac port and rename the @@@ctt_boyz.pack file without the '@'s. Keep in mind that you'll need to do it again whenever I update it, which is often. Sadly we can't rename live packfiles.



Don’t forget to provide feedback and rate!

FOLLOW VIA PATREON BLOG![www.patreon.com]
Public posts include content details and chit-chat so no reason to miss on that!
Also, FEEL FREE TO JOIN THE MODDING DEN DISCORD SERVER[discord.gg], intimate and growing modding plaza!
Popular Discussions View All (5)
465
11 Jul @ 8:03am
PINNED: REPORT FILTHY BUGS HERE / SUGGESTIONS
Cataph
99
25 Aug @ 4:48pm
PINNED: MOD SUPPORT
Cataph
25
20 Sep, 2019 @ 11:56pm
PINNED: BATTLE AND CAMPAIGN STORIES
Cataph
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2,147 Comments
SenisterDenister 26 Aug @ 10:20am 
Will you look into compatibility with Sigmar's Heirs?
Geo 25 Aug @ 11:08am 
Thanks for this wonderful mod, Cataph. I came back to WH2 recently, and dropping vanilla in favor of this. This suits me far better thus far. One of my biggest gripes WH2 is the lack of a smart AI in battles (actually a problem in most TW games), which seems to be a bit less the case in this mod due to the mechanics. Other than that I disliked the fact that lower tier become obsolete at some point in the game, while realistically and in the lore there is always room for cannon fodder. Such is the way of a war, no matter if it is in a fantasy setting or not. Hoping that more mods become compatible with CTT, such as the Chimaerat.

I am hoping you take this project to WH3, I think many people among us would miss this mod if it didn't. Of course, it also depends on how Creative Assembly handles WH3 in the balancing/mechanics aspect.
WaKKO151 22 Aug @ 11:21pm 
=)
Cataph  [author] 22 Aug @ 11:08pm 
meta.
WaKKO151 22 Aug @ 2:52pm 
my screen turned blue and I got super mad. Is it your fault? I wasn't even playing warhammer or subscribed to this mod. wtf?
Cataph  [author] 21 Aug @ 2:22am 
redownload or check for movie mods, read the troubleshooting guide.
Salty 21 Aug @ 1:49am 
This mod crashes the game even with all other mods disabled. It never happened before to me. Any ideas?
Cataph  [author] 20 Aug @ 1:49pm 
I can take a look in the specific cases of my abilities, but yeah that's a common thing in vanilla and a whole can of worms.
Kornstalx 20 Aug @ 12:08pm 
I've noticed a few anomalies in how the AI uses some new skills. For instance, unit self-buffs with a miscast chance (like the Hellblaster's Blaze of Glory) often get cast by the AI even when the unit is not firing, nor even in range of anything. In some battles the AI will sit and wait for you to approach as normal, but the whole time their Hellblasters are spamming this skill, often with miscasts.

You can sit and wait them out as they damage themselves for nothing. I understand this is probably beyond the purview of this mod to rectify, but figured it's worth mentioning.
Cataph  [author] 20 Aug @ 4:39am 
- Added or updated support for Robie’s Preyton, Urgat’s Jabber, Lost’s Little Gork.