Total War: WARHAMMER II

Total War: WARHAMMER II

greenskins anti-large.pack
14 Comments
Evil Panda  [author] Jun 2, 2018 @ 4:25am 
sorry but i'm no modder right now...at least not a capable one so i can't really figure out how to update a mod properly... maybe i'll learn it in time but right now it's just easier for me to just make another one identical with the adjustement suggested below in the comment
jenosite Jun 1, 2018 @ 8:52am 
update plz
Evil Panda  [author] May 20, 2018 @ 10:32am 
lorewise Clanrats have higher AC (3 vs 2 of gobbos ) but less leadership (5 vs 6 og gobbos) and the rest is fairly even.so they are basically on par with clanrats ,and exactly even in therms of strenght. so,i f clanrats have a bonus of 9...i can't see why gobbos can't have 8.i think i will decrease it to 7 or 6 just because in the vanilla gobbos are already better in melee that clanrats with 20 MA and 25 WS and with 8 those numbers will rise to 28 MA and 33 WS wich is not gargantuan but i can see that is a bit too much.but only because gobbos already have decent melle stats compared to other similar fodder units.
Rustic Clover May 19, 2018 @ 5:17pm 
Yeah, 8 seems like a bit of a strong buff all things considered. Gobbos ARE weaker lorewise than Skaven.
Evil Panda  [author] May 19, 2018 @ 4:47pm 
a well coordinated cavalry charge would melt away even clanrats with spears or a Ungor herd. Skaven are shorter and far weaker than a regular human and gobbos are definitively not weaker in matter of phisical strenght than a skaven. i didn't give charge defence to gobbos so a strong cavalry charge would melt them away aniway because of their morale. i choose 8 as an anti-large for something in beetwen skavenslaves and clanrats(more than slave,less than rats) but i really don't understand why people thinks that skaven should be stronger than goblin given the fact that in the tabletop they strenght is pretty much even. they are much shorter than a man (a half?or maybe slightly more than a half man) so basically the same of gobbos. maybe the bonus is a bit high but i think that this bonus should be higher than the skavenslaves ones or at the very least equal. i will try some test to see if 8 is too much and if is soo i will put it down to 6. by now,great thanks for the help!!
Decomposed May 19, 2018 @ 11:40am 
Truth be told, a regiment of goblins (even armed with spears) would probably melt away at a well co-ordinated cavalry charge. Maybe give them a bonus of 4 instead of 8?
Rustic Clover May 19, 2018 @ 9:34am 
Skavenslaves are about human sized ingame, actually, while gobbos are even shorter than dwarfs.
Evil Panda  [author] May 19, 2018 @ 8:53am 
the anti-large bonus is not a matter of the size or the races of the fighter...is a matter of weapon. spears are anti-large(because spears are good at make a lot of damage but are a less manageable than sword or mace or other 1 handed weapon..so they're good at damaging big target that are easyer to hit). in the tabletob,goblin are only slightly weaker than human or Ungor,so why they're damage should be less? even trought...did you seen skavenslaves?? they're half dead freaking stupidly orrible rats and are as tall as a gobbo....but they have anti-large AND charge defence. i represent the goblin lack of organization and coordination and leadership by not giving them charge defence...but they should definitively gain their anti-large bonus.
Rustic Clover May 18, 2018 @ 2:34pm 
Isn't an anti large bonus of 8 rather big for Goblins? The whole reason they don't have anti-large is because they're goblins, they're so weak that they couldn't hold up enough to give cavalry trouble.
Decomposed May 17, 2018 @ 6:42am 
Sure it makes sense. Actually there were at least 3 different mods in WH1 that did the exact same thing, so people certainly want this small buff in their orc spear infantry ;)
Evil Panda  [author] May 17, 2018 @ 6:22am 
oh,i really don't know anything about that ahah well,i guess at least it's a fair improvement to the challenge in fighting GS early on or in giving the player more options.not counting the fact that this changes are something pretty "logical" (i have a spear,i have anti-large...simple simple) and not some sort of random buff so i'm pretty happy about it and i really hope CA will add this sort of things...
Decomposed May 17, 2018 @ 6:07am 
When you play as GS or against them, the anti-large trait will work just fine.

However, when a GS faction controlled by the AI fights against another AI faction, these bonuses are not taken into effect. Instead, there are special modifiers that determine the strength of the armies and the auto-resolve result between them.

Also, the unit qualities affect this. For example, the Goblins have a quality of 5 or 10 (iirc), Big'Unz have 15 and so on. You have to mess with these values in the units_qualities table, to affect the auto-resolve (and modify other tables too).
Evil Panda  [author] May 17, 2018 @ 5:48am 
first,thank you buddy :) secondly what i mean is that AI autoresolve should now have some kind of bonus VS other cavalry/monsters...if not,what's the point of have an anti-large bonus? the bonus is veeery small but it's intended this way because i think the real counter of the GS to large foes are Bigguns and i don't want to give the gobbos more bonus that thoose big green fatty boyz. think that a Waaaagh army is almost entirely made of Gobbos early ,now the AI should face enermy cavalry spam (like Empire or other) slightly better no? surely this not changes gameplay in a big way or help GS with dwarves at all but maybe a bit of a help with random Beastmen,human factions and soo on could not hurt.maybe it simply makes the autoresolve AI GS more likely to do more damage to cav .and surely,if you(player) go against GS early on you will feel like thoose gobbos are an actual unit to deal with and not some kind of useless shenanigans to charge with random cav
Decomposed May 17, 2018 @ 5:26am 
Good work on your first mod and welcome to the modding community!!

Just a side note, I'm pretty sure that changing sth as minimal as an anti-large trait does not affect the AI vs AI at all. This is handled by the unit qualities table as well as various modifiers for the auto-resolve (some included in data tables and some completely hidden to modders).