Total War: WARHAMMER

Total War: WARHAMMER

MattoFrank's Realism [Complete Overhaul] - no longer working
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Update: Dec 13, 2017 @ 8:31am

- Vampire buildings done

Update: Dec 12, 2017 @ 5:18pm

- Aura ranges increased

Update: Dec 12, 2017 @ 5:04pm

- Overhauled unit attributes
- Minor fixes

Update: Dec 12, 2017 @ 1:11pm

- Greenskin buildings done.
- Greenskin techs now require specific buildings to unlock. Skarsnik can't build some of them so he starts with otherwise unresearchable technologies unlocked - if you use my startpos mod! Otherwise, the Crooked Moon will have to turn into savage night goblins I suppose.

Update: Dec 12, 2017 @ 4:10am

- Dwarf building effects done
- Some fixes to building effects in general
- Resource production changed from 15/23/30 units to 10/20/30
- Major settlements now surrender to besiegers after the same number of turns as minor ones
- Damaged buildings are useless now, rather than simply having reduced effectiveness, in order to incentivise sabotage and repairs

Update: Dec 10, 2017 @ 9:36am

- Bretonnian building effects done.
- Overhauled horde building development point costs.

Update: Dec 9, 2017 @ 7:24am

- Changes to Bretonnian recruitment buildings. WIP.

Update: Dec 9, 2017 @ 7:00am

- Changed effects from post-battle captives options
- Vastly reduced campaign movement range again. Mistakenly made it far to high earlier.

Update: Dec 8, 2017 @ 2:46pm

- Some changes to Beastmen
- Some general changes to hordegrowth and horde recruitment

Update: Dec 8, 2017 @ 12:39pm

- Empire building effects done (again)
- Construction cost and time roughly adjusted for all factions as a starting point before overhauling their building effects
- Renamed Bretonnian Mace-/Swordsmen to Bretonnian Sergeants and added a new variant with spears.