Total War: WARHAMMER

Total War: WARHAMMER

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Realistic Combat
 
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Tags: Mod, Battle
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0.034 MB
Oct 10, 2016 @ 12:31am
Aug 14 @ 3:37pm
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Realistic Combat

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Description
Short Version:
Artillery:
Things that shouldn't explode don't (trebuchet, Cygor rocks, grudge thrower, etc.)
Goblin Lobber is now a grenade strapped kamakazi and not a dead cow. This mod turns a useless unit into a very dangerous one.

Missiles:
Bows: Very quick to reload, low-moderate damage, almost no AP damage.
Crossbows: Average speed to reload, average damage, average AP
Guns: Slow to reload, low (non-AP) damage, high AP damage.

Melee:
Chosen and Ironbreakers now have 60% shield chance (major upgrade for Ironbreakers who had a paltry 30%).
Empire troops have better shield rating. Armor is still low.
Goblin shield chance lowered to 30%.

Fatigue:
Made more realistic. Running and fighting is tiring. Walking won't get you well rested, and climbing a ladder won't magically drain all your fatiuge.

Siege Battles: Victory point essentially removed. Takes 166x as long to capture, so take the walls then regroup and take the center. No need to chase down that one unit slipping through to avoid a "GOTCHA" type loss.

Elf Units: Treeman monster brought in line with other monsters (no longer substantially weaker). Elven archers are best archers in the game. Better damage than most other archers, and slightly faster reload times.

Norsca Units: Champions have improved shields (35% - 55%), same as other elite shield units. Norscan Trolls armor brought in line with other troll units of the same type (has the unintended and unfixable consequence of giving hellcannon's 40 armor instead of 30, due to a shared armor value). Warhound unit number increased to equal chaos and vamp warhounds. Ice wolves numbers increased to be more viable, still below warhound size. Manticore AP and non AP switched. Frost wyrm stats increased across the board.

Summary: Slight changes to melee units to fix oddities (top level troops with poor shield skill, for example). Major changes to missiles to make all missile weapons better against different armor levels of enemies. Moderate changes to artillery (artillery is very dangerous now, and is a major advantage to the races that have it, not just something to make the other side charge you).
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Long Version:

From the maker of Realistic Guns, Realistic Ranged Combat, and Realistic Flame Weapons - Dwarf Upgrade, comes the latest and most game changing mod yet (for me, anyway).

This mod has several main features.

Unit changes.
Most of the changes are in projectiles and explosive damage. This mod includes my Realistic Ranged Combat and Realistic Flame Weapons, so if you use this then deactivate them both. Realistic Combat has several changes both those mods don't, however. All artillery units have been changed in ways that make sense. So, a Cygor rock no longer has explosive damage. Neither do grudge throwers or goblin rock lobbers. Because rocks shatter and spray little rocks, but they don't explode. The goblin catapult, on the other hand, is now almost all explosive damage. Because a flying goblin wouldn't hurt that much, but he's supposedly strapped up with grenades like the kamikaze he is. Very few weapons have both direct damage and explosive damage - just the Hellcannon and the Dwarf flame cannon. A few other changes - the hellblaster and organ gun have had their damage dramatically increased, but also their reload time. It doesn't take 4x as long to reload an organ gun as a cannon, but it is noticeably slower. They are both lethal weapons if used correctly, though. But they have to be used properly (ie on the flank, raking enemy lines already engaged in melee) to be effective. Don't let the enemy just charge them, or they'll be worthless. Lastly, I updated the gyrocopter bomb. It's a bomb. It hurts.

Bows, crossbows, and guns are all identical to Realistic Ranged Combat (see bottom of description for details)

I made a few minor changes to melee units, but for the most part it sticks to vanilla (which I think is well balanced already). A few notable changes: ironbreakers and chosen now have the best shield rating in the game (60% of missile fire deflected). This is only a 5% boost for chosen, but a 25% boost for ironbreakers. It seemed weird that the best defensive unit in the game had crappy shield skills. Goblin spearmen went from 55% to 35%, and empire soldiers went from 35% to 55%. Thunderers and dwarf crossbowmen still have their shield stats because they do indeed turn their backs when reloading (as can be seen in game).
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Fatigue changes. The fatigue system has been overhauled. No longer will units be able to run forever without getting tired, or regain energy while walking - or become extremely tired just by climbing a ladder. I made several changes in this table to make fatigue more realistic.
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Lastly, the pesky victory point in siege battles has effectively been removed. I always thought it was stupid that you could have a full army still holding your city, then magically have to give up after one enemy unit camped in the center of your city for a few minutes. I altered the major settlement capture point to now take effectively forever to capture. I increased the value by about 100x. No more will you lose a siege battle you're kicking butt in only because one unit slipped through. However, if you're playing on unlimited battle time (which, imo, you should be on a single player game), you'll still have to go kill any bad guys in the center or you will *eventually* lose. The point is, you no longer have to scramble to get that one unit rushing the center.
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This mod isn't designed to be huge. It's meant to correct oddities in vanilla combat, and generally make the game make more sense. Most combat mods I tried before changed very little, and though their descriptions said a whole lot, their actual value tables weren't all that different. I wanted a mod to correct the few basic problems I always had with vanilla, and this is it.
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Elf Unit update:
Elf's are really good archers. As they are in pretty much every fantasy game. Their damages are unchanged (whereas I reduced damage on all other race's arrow troops), and per my other changes their reloads are quicker. They are the fastest reloading arrow troops out there now. MOST of their units still have the weakness of not being AP (with the one exception that CA decided was a magic arrow and thus AP - I didn't alter that decision).

Also, Elf Treeman monster has had damage brought in line with other giants. Chaos giants and Greenskin Giants all had mostly AP damage and the Treeman had mostly non-AP damage. Technically the Treeman uses claws and not a club (so I understand why CA made it have normal damage), but seriously, if you're a man sized guy getting smashed by an ent, your armor won't make a big difference. So Treeman has the same damage values CA gave it, but I switched it's AP and non-AP damage totals to make it AP.
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28 Comments
GOW LIKE A BOSS  [author] Aug 14 @ 3:43pm 
Update:
See Norsca Units in short description.
Also, axes are now AP again. They need to be or else it neuters Norsca missile units. Also, apparently in Medieval times throwing axes were indeed armor piercing. Who know? (Not me lol)
GOW LIKE A BOSS  [author] Jul 28 @ 5:48pm 
Update:
Lowered the DPS of wood elf arrows. They are still the best archers in the game, but they should not be massively OP anymore.
GOW LIKE A BOSS  [author] Jul 14 @ 7:56pm 
Update:
I've noticed the drake gun unit (flamethrower) isn't so accurrate, and isn't great when you've got a unit or two of dwarfs taking on 10 plus enemy units. What should be a huge win for dwarfs turns into a scorched earth battle. To combat that, I have made the flame cannon much less AP. This means while it will not be as effective against heavily armored enemies, it should greatly reduce the friendly fire you take when using this unit to flank and torch enemies battling your infantry. Remember to use thunderers to take out the heavily armored enemies engaging your infantry.
arthurmfpereira Jul 1 @ 8:18am 
you made the fatigue changes but how about the horsed units? an domesticated horse if "asked" run till it heart explode.
GOW LIKE A BOSS  [author] Mar 11 @ 12:10pm 
@[VirV]GhostRider :
It should work with Radious, but it isn't balanced for Radious. What that means is while it shouldn't crash your game, I've changed a lot of the unit damage values (as well as other things like fatigue) and Radious changes all these things as well. Radious rebalances the game entirely how he feels it should be (which is fine, but his balancing isn't based along vanilla lines), whereas my mod is balanced along vanilla lines.
Plus, he adds a lot of new units, and my mod will of course not change values of his new units.

Best advice I can give you to see if you'll want to use them together is to load them both (mine should overwrite his whenever their are damage value conflicts), and go to custom battle and just look through the units and see if the damage values are similar enough for your liking. If they are, you can run them together.
[VirV]GhostRider Mar 11 @ 1:42am 
Im really interested in using this mod, but Im not sure it would play nice with Radious seeing as it has extra units. If anyone knows I'd like to know.

~Regards [VirV]GhostRider
GOW LIKE A BOSS  [author] Mar 5 @ 7:06pm 
@vaa
Fair enough. I also had issues, and I can't play my current campaign atm b/c a Brettonia mod I use needs updated to work with the release, and my game crashes if I remove it. Big additions are always fun lol
vaa Mar 5 @ 1:12pm 
@GOW LIKE A BOSS

i will inform you about all i find, but at the moment i had some issues with the big brettonia update and i had to start over with the installation of the game. it might take some time before i can pass on any new info.
GOW LIKE A BOSS  [author] Mar 4 @ 9:44am 
Updated.
@vaa

It likely does conflict with several of those mods, but it shouldn't be a game crashing issue, it should simply change the values based on load order.
I also use Cataphs magic closer to tabletop, cataphs the sourthern realms, and all tabletop lords with no issues, so it's definitely not those mods.

It likely conflicts with steel faith and it may conflict with longer battles morale mod, and Realistic Climate Battle Change (depending on the version you are using - I use the version with just weather effects, no unit changes without issue).

I have also just updated it for the new Brettonia release, and it's possible that it's lack of update caused an issue. The mod is designed to overwite conflicting values in other mods (by loading "later" and thus replacing their values). However, there are no new units added, just values changed, so it shouldn't cause crashes, but rather it would just overwrite values.

Let me know if it is still doing it now that it is updated.
vaa Feb 18 @ 3:59pm 
do you think there might be mod conflicts with the mods
"unit formations" by crynsos
"steel faith overhaul" by steel faith
"Realistic Climate Battle Change" by sionae
"Longer Battles Morale Mod" by lucky spade
"cataphs magic closer to tabletop, cataphs the southern realms and cataphs regiments of renown"
"all tabletop lords" by emsdunna or
"norsca overhaul mod by mixu" and "mixu's mousilion unit pack"

im running all these and more and the first few turns and battles were no problem but i did crash when shooting a goblins recently.
maybe the fatigue or the weather condition modifier for shooting changed in "Realistic Climate Battle Change" is a problem? i hope they would be compatible, and maybe its the overhaul by steel fate.

what would be your best guess? ty for the great work :D