Total War: WARHAMMER II

Total War: WARHAMMER II

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Burgoyne's Slower Battles
   
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Tags: mod, Battle
File Size
Posted
1.271 MB
Jan 27, 2022 @ 5:38am
1 Change Note ( view )

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Burgoyne's Slower Battles

Description
I decided to implement it into my own mod, removing the flying-when charging feature and adding other features to effectively slow down combat to make the game more to my tastes. I've always felt Warhammer battles to resolve too quickly, so this makes battles slower and more methodical, so I can react to new situations in plenty of time, and also enjoy zooming in on the fighting from time to time without missing something going on and it quickly spiralling into losing the battle.

Stats changes:

Walk speed: 80% of vanilla

Run speed: 80% of vanilla

Charge speed: 100% of vanilla (so charges look more dramatically fast)

Melee attack: 50% of vanilla

Melee defense: 100% of vanilla (so melee fights last much longer- there is less damage done to units in the line, they hold longer)

Morale: 50% of vanilla (to prevent units grinding down for too long- if they sense they are losing, they quickly start to rout. Managing morale becomes far more important in this mod).

Missile damage: 100% of vanilla (as i didn't want guns/ arrows to feel weak)

Ammunition storage: NOW 33% of vanilla, PREVIOUSLY 50% of vanilla (to prevent missile units from having too much damage potential- now they fire off in the early part of the game, doing great damage and even routing enemy units, but then they've used up all their ammo and are pretty useless. so they have to be conserved for the crucial moment). UPDATE: reduce from 50->33 as missiles were absolutely dominating the early stages of the battle, due to the new morale meta. They are now to be conserved even more aggressively.



To view the effects of these changes, I published a youtube video of a battle replay: https://youtu.be/bn8qdwmHPAo
7 Comments
General Burgoyne  [author] Jan 8, 2023 @ 5:45am 
thank you very much for your considered feedback, @itsOkButNot2Day! i have to admit this mod is a bit abandoned and i agree it didn't ultimately end up where i would like it, but one day i may get back and try to edit your suggestions in, because vanilla combat is just too annoying!!
itsOkButNot2Day Dec 21, 2022 @ 10:12am 
pretty funny mod. well thought and refreshing BUT high elves mixed infantry range&spears&shield is insanely broked with this mod (or dwarves and any pretty decent close combat range units etc..) You should consider lowing their ammunition or upgrading the rest to keep it fair, funny and balanced. Wood elves goes pretty weird because of those changes too but its understandable when touches something about their main win condition. With minor changes with less impact on those 2 mechanics could be perfect. Very enjoyable anyway
Earthane Feb 8, 2022 @ 4:50am 
You are more than welcome, General Burgoyne.

I actually found Warhammer Total War uninspiring to play until I tried your mod. Hence why I have so little time on my Steam clock. Normally I would clock up over 2,000 hours in a game that I really liked over the years, but I was getting nowhere until I found your mod. So I am now actually doing my first Warhammer play through with SFO and a few other mods of choice to help beef up your excellent mod. So your work has really made the game playable for me. Naturally I hope it makes it playable for a few other gamers too.

Keep up the good work and always remember that modding should be fun too.

Earthane
General Burgoyne  [author] Feb 8, 2022 @ 12:27am 
Thank you so much for your considered feedback, and your very kind comments, Earthane!!

I had not thought to combine it with other battle modification mods as you have done, I will try that next thanks to you, especially the prop joes one.
Earthane Feb 7, 2022 @ 2:28am 
Hi General Burgoyne,

This is a well thought out mod that changes tactical play for the better. I really like the way missiles and morale works too. Players now have a good reason to use prop joes Morale bars as your mod changes both missile and contact engagements.

The only thing is I find the mod is still a little too fast. I was trying Fidel's slower combat movement 40 along with Fidel's Slower Combat 50%, together they captured the timing better, but Fidel manipulated morale. I like your approach better. As Fidel offers a number of variation mods at different speeds it might be worth trying the same type of approach as you refine this excellent mod.

I think it already makes for a truly excellent mod for a significant number of Warhammer Total War players and works flawlessly with overhaul mods like SFO. It is perhaps a shame that so many overhaul mods failed to addressed what you have produced so well with this simple, elegant and modest mod.

Earthane
General Burgoyne  [author] Feb 4, 2022 @ 12:32pm 
Thanks @Nem for your focused feedback! I too enjoyed the ammo /missile power tweak- although i found missiles a bit too op so tweaked it in my unpublished version down to 1/3 ammo! Not sure if you'd want it to be that nerfed haha.

I personally enjoyed the morale effects, as i liked having the battle line engage, then doing what i could to break the enemy morale rather than kill a whole bunch of them. I never liked chasing down running units to prevent them returning to the fray anyway. I can see that may be unfair/unbalanced however!

If you'd ever like to try out a 1v1 on mp do let me know!
Nem Jan 28, 2022 @ 12:47pm 
Liked the battles, though the morale may be too low, some good cavalry charges had units instant rout to broken while still in the mix so no chance to recover or need to chase them down. May not be the morale levels, but may need some adjustment to a stat in kv_morale table or something. Was very prevalent in the early game, not as noticeable 60 turns in. The increase to missiles but less ammo really worked for me.