Total War: WARHAMMER

Total War: WARHAMMER

GOW's Realistic Combat
43 Comments
thefightintitan Jun 23, 2021 @ 10:49am 
Will you be releasing this mod for TWWH 2? Great mod. Thanks!
Мариус Jun 18, 2020 @ 5:28am 
Great mod! :steamhappy::steamhappy::steamhappy::steamhappy:
Zephif cp_dustbowl team Jun 29, 2018 @ 10:17am 
Sounds like fun! Gotta try for sure!
GOW LIKE A BOSS  [author] Mar 24, 2018 @ 4:31pm 
@Gato the mod works fine for others and for me. You most likely have a different mod overriding its changes. Many overhaul mods will affect some stage of the battle, and this can cause the mod to be overriden, and essentially not work. But again, this is not a mod issue, this is compatibility issue.
Gato Mar 23, 2018 @ 10:29am 
I have tried with guns and crossbows against the same unit, and both makes the same damage shooting at the same speed. This mod doesnt work
Jarosak.cz Nov 16, 2017 @ 4:33pm 
hello what about better agressive cai from Junaidi83 probably one of the best for total war series ai is able to be dangerous even without cheats
GOW LIKE A BOSS  [author] Oct 31, 2017 @ 8:53pm 
@Jarosak.cz
Yes, it is. Advanced AI may overwrite a few things (I'm not sure), but even if it does, the two mods will be 99% compatible
Jarosak.cz Oct 30, 2017 @ 6:44pm 
hi is this compatible with advanced ai mod?
vaa Sep 28, 2017 @ 9:51am 
wow, ty for being up to date :D and good speed on all your much loved work!
GOW LIKE A BOSS  [author] Sep 27, 2017 @ 4:56pm 
After doing new research it seems likely that all mods will need to be rebuilt for the new game (as even the combined campaign map to be released later is a TWII exclusive (it does not appear to use TW1 resources, rather, it recreates the TW1 map in TW2 with improvements). As such, mods may take a bit longer to come out, but hopefully the new data will be sufficiently similar to the old data to avoid making it take tooooo long to redo mods.
vaa Sep 22, 2017 @ 10:19am 
indeed it will be good to know the possibilities in the new setting of the game within moidding as well, i hope they make it possible to do a lot more than before.
maybe the combined map will have all mods from the original game inserted automatically.

martial prowes for high elf spears / lothern sea guard, can they fight in 3 ranks with spears like they did in one of the lorebooks.
not sure if there is a table for spear length and reach for weapons in general, but if there is that could prove very useful for any unit with pikes or long spears.
GOW LIKE A BOSS  [author] Sep 21, 2017 @ 10:22pm 
Hello vaa,
Yes, there are tables for that to change shockwave as well as accuracy. I'll almost certainly make a new mod like this for the new game, but atm I'm not sure if it'll be as simple as adding new tables to existing tables (fingers crossed) or if we'll have to do all new stuff. I'll keep an eye on it. New weapons means new balancing :)
vaa Sep 21, 2017 @ 12:56pm 
hi long time, still happy about having realistic combat in our belowed fantasy universe :D

i was thinking abouth the high/dark elven repeater bolt throwers. in previews they seem to be knocking enemies to the ground on impact on the ground next to the enemy, the smoke makes it difficult to see if they actually strafed the target.
but would it be possible to make them more accurate and only deal damage effects to actually hit targets instead of these shock waves which might be what we get.
GOW LIKE A BOSS  [author] Sep 8, 2017 @ 7:02pm 
Most weapons are balanced to their closest historical counterpart. Most axes were only thrown about 20-30 feet, which is why the ranges are the way they are. I have just updated it per your concern to add an extra 10 feet in range to each axe variable. They should be more useful now, but they're still axes. They shouldn't fly nearly as far as spears.
[6thAL] HankMan (DVS) Sep 7, 2017 @ 9:12pm 
Did you also change the range of Ax throwing units? My Marauder Hunters and Ice Wolves Chariots are next to worthless now.
GOW LIKE A BOSS  [author] Aug 14, 2017 @ 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, 2017 @ 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, 2017 @ 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.
Obsdiangolem Jul 1, 2017 @ 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, 2017 @ 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, 2017 @ 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, 2017 @ 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, 2017 @ 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, 2017 @ 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, 2017 @ 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
GOW LIKE A BOSS  [author] Feb 16, 2017 @ 4:00pm 
Update:
Witchhunter and Dwarf Master Engineer reload speed hastened significantly and damage increased significantly. Will now be relevant combatants in battles, rather than just buffing agents. Will be best used for killing strong, single units. Will still be weak vs. mobs.
GOW LIKE A BOSS  [author] Feb 8, 2017 @ 7:31pm 
Update:
Cost of recruiting flame cannon greatly increased.
Cost of upkeep on flame cannon greatly increased.
Increases are for balance sake. I didn't want to weaken the weapons, but they are too strong for their price.
GOW LIKE A BOSS  [author] Feb 7, 2017 @ 2:03pm 
Update:
Ironbreakers ammunition reduced (now have the same amount miner's with blasting caps had). Imo, they should be throwing a grenade or two then attacking, not lobbing grenades all battle.
Dwarf Miner's with blasting caps - ammunition trippled. If anyone should be carrying loads of grenades, it should be the guys who do that for a living.
Vargulf: Attack, morale and health increased. It's a tough monster, but not tough enough.
Terrorgiest: Attack increased, health increased, damage increased, morale increased. This unit was always weak, imo. It's supposed to be a dragon, and it's pretty worthless. Now it's been upgraded. Not as strong as a chaos giant, but very close. Defense is still weak, but offense is much, much better now. Now it's an extremely dangerous flanker - fly in behind units engaged in melee and tear them up.
hooveric Feb 4, 2017 @ 5:15pm 
@GOD LIKE A BOSS
I agree with your point.
just free company militia's skirmish button felt like an error. cause it's not works.
Thanks for response.
GOW LIKE A BOSS  [author] Feb 4, 2017 @ 3:46pm 
@dryrain:
I reduced their range and accurracy because I didn't want pistoliers to be snipers (and the role is already occupied by longer range units like the handgunners). Pistol units (like free company militia) are now essentially a melee unit with a heavy hit before they close to melee range. You can also use them to flank and just have them shoot into the backs of enemy units. I didn't want them to have a long range, which is why it's so short
hooveric Feb 1, 2017 @ 8:36pm 
I'm really enjoying this mode, but I found one problem.
Skirmishers who equipped pistols lost their value.
They can't hit and run anymore because short range of pistols.
especially free company militia does.
How about increase range and decrease accuracy?
GOW LIKE A BOSS  [author] Jan 29, 2017 @ 8:45pm 
Update: Accuracy of Empire Rocket battery improved. Rockets are now essentially a better mortar. Still weak vs armor, but devestating to low armor troops, and still relatively effective against armor. It's no Chaos Doomcannon, or Dwarf Flame Cannon, but it's no longer worthlessly inaccurate like it was before.
GOW LIKE A BOSS  [author] Jan 19, 2017 @ 1:20pm 
Update: Mortars kept feeling OP, so I went back through the files and found the problem. Their detonation damage was way out of alignment with other artillery (it was double that of the chaos hellcannon and the dwarf flame cannon). Sharply reduced it. Shouldn't be getting 300 kills each anymore.
GOW LIKE A BOSS  [author] Jan 19, 2017 @ 1:09am 
Update (1/19/17):
Main Improvement - I finally figured out how to get the goblin catapult working as intended. Now the goblins explode when they hit (as a goblin strapped full of grenades should). Essentially, the goblin lobber is now a mortar on the greenskins. It is not quite as powerful as a mortar, but it is much more accurate.
Secondary Improvement - Empire rockets had damage increased in an attempt to make them relevant. They are now basically an upgraded mortar, but still have limitations of non-mortar artillery (can't get troops on walls well, etc.).
------
@Legionarius: Thanks! Glad you like it!
Legionarius Jan 10, 2017 @ 9:07pm 
Wow, great job. This is the type of mod I've been looking for. Both fun and combat battles that actually make sense. 5 STAR.
GOW LIKE A BOSS  [author] Jan 6, 2017 @ 6:17pm 
Updated for the new Elf units and new legendary units.
Changes:
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).
GOW LIKE A BOSS  [author] Jan 6, 2017 @ 3:13pm 
Updated
Troy-DialUpSound Oct 14, 2016 @ 1:00am 
I'm glad you weren't offended, the bonus probably could be lower than normal (your personal ideas as well) based on the fact they’re not pavise midlevel troops but they are still are a well-trained dwarven unit (and your in game observations as games still have limits) so it could be the same. I look forward to testing and playing a co-op campaign with your mod. I also want to learn how mod myself (something simple, like make dismounted sword cav with axe instead for armour piercing to learn lol.) Thank you for the response and once again awesome mod. :steamhappy:
GOW LIKE A BOSS  [author] Oct 13, 2016 @ 10:57pm 
After thinking about it (and playing a battle and watching them closely lol) they do actually sometimes turn their back when reloading. Not always, but sometimes. Plus, when they get in melee they do take the shield off their back and start using it, which means it should still have a value there, so I took your advice and gave them shields back
GOW LIKE A BOSS  [author] Oct 13, 2016 @ 10:44pm 
That's a good point you bring up, and after hearing the description I'm a bit less certain about my reasoning to take it out (even if the animation isn't there). I do still think there would be the problem of taking missile fire while firing (and getting the shield bonus). And no asshatness taken lol. I'm unsure on whether to change it back or not, so I'll think on it
Troy-DialUpSound Oct 13, 2016 @ 1:56am 
Great sounding mod, I like the shield changes except for the crossbows, i know they lack animations but i feel they intended this "While the crossbow is relatively easy to use and powerful, it leaves the user quite vulnerable during the slow reload process. These men have large pavise shields on their backs, which they turn to the enemy while they reload." No asshatness intended on my part, more a discusion.
GOW LIKE A BOSS  [author] Oct 12, 2016 @ 7:42pm 
Update 2: Capture time for siege battles reduced by a factor of 6. The point of the modification was to ensure you didn't have to rush back and take it, but the goal was to require you to retake it eventually not just camp and snipe the bad guys all day (which is what I just found out can happen because the AI is programmed to just camp the center).
Should still have plenty of time, but can't just take all day now.
GOW LIKE A BOSS  [author] Oct 12, 2016 @ 12:15am 
Update: Tower capture time dramatically reduced. I increased it to make it take longer for enemy to capture your towers, but it has the unintended affect of making it take forever to "capture" your own towers at the beginning of the game. Should get your own towers nearly instantly now. Downside is if you get overwhelmed you'll lose them just as quick.