Total War: WARHAMMER

Total War: WARHAMMER

MattoFrank's Realism [Complete Overhaul] - no longer working
MattoFrank  [developer] Aug 28, 2017 @ 9:56am
Suggestions
Please put your ideas and suggestions here.
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Showing 1-15 of 20 comments
Gas Head Aug 31, 2017 @ 7:12am 
Some feedback:

Probably this won't be very interesting for you (and I can change it myself pretty easily), but I had a much better experience with raising each units HP by 10 points (so humans have 60 HP instead of 50, and goblins have 50 etc.) This makes the battles a tad longer, which is nice, but not too long either.

Also I'd suggest refraining from setting too many factors to zero (for example in the "Fortify" Stance you could set the melee defense bonus to +2 or even +1. This doesn't affect the game balance much, and also can be explained, that units are better rested than the attacking army, and so have a miniscule bonus in defense. Why I suggest this? Because it looks weird, when you have a big red "+ 0" in the description of the stance.

Same context: Set cooldown for every spell not to "zero" but maybe to -5 (or even -3). I know, this doesn't change much, but again it looks more "professional" in the UI if there is a green "5" than a red "-0".

These are very simple changes, which I do for myself easily, but I'd thought I'd report it, since such little details could irritate some people.

Lastly I don't understand why you set the "Morrsliebs Wrath" event to zero (I actually think it is another event than "Morrsliebs Wrath", but I can't remember the name) . The event I am talking about gives you the choice of having a growth bonus but public order malus, or you could pay for a small public order bonus. In your case you set everything to zero, which honestly just looks weird. If you think the boni are too big, why not just lower them? At least the event would make some impact in this case.

PS: One more note: Maybe reimplement the bretonnia farms mechanic, but lower the default upkeep for peasant units a little bit (to balance things out). In this case, this mechanic would still work.

Other than these minor "Ungereimtheiten" it's defenintely the most fun to play mod out there (in my opinion). Keep up the good work!
Last edited by Gas Head; Aug 31, 2017 @ 7:28am
MattoFrank  [developer] Aug 31, 2017 @ 1:19pm 
Will look into it^^ The Morrslieb's Wrath thing looks like a bug, though.
MattoFrank  [developer] Aug 31, 2017 @ 2:35pm 
I changed some values from 0 to very low ones, like you suggested. Did you mean the "The Gods are Angry" event? I made it a choice between either public order or growth malus now. Haven't checked if it requires payment for one of those (in which case I'll change that choice to a positive one I guess). I'm a bit confused what you mean by reimplementing bretonnia farms mechanics. I haven't played in a while but just by means of a quick look into the tables I think the system is still there, no?
Gas Head Aug 31, 2017 @ 10:27pm 
Oh yeah, I meant God's are angry. And thinking about it, you were right, there is no payment in this event.

About Bretonnia: You deactivated the mechanism, that mustering too many peasant units makes upkeep for them expensive. And upgraded farms is a solution for this is vanilla (I think).
MattoFrank  [developer] Sep 1, 2017 @ 3:43am 
The mechanic that recruiting too many peasants reduces farming income and replenishment for peasant units is still there ;)
Gas Head Sep 2, 2017 @ 5:32am 
Suggestion for empire:

Replace recruitment in Barracks level 3: Dismounted Reiksguard (Greatswords) with Dismounted Knights of Morr (Halberds); and Dismounted Reiksguard (Sword & Shield) with Dismounted Knights of Morr Sword & Shield.

Why? Because if you build Reiksfort, you can hire those 2 units anyway, which makes recruiting them with barracks lvl 3 redundant. Since you can recruit Knights of Morr with Level 3 Stables in your mod, it makes sense that you can recruit Dismounted units of them as well. Gives players some choice.

Also I'd remove mounted Reiksguard from Stables level 3, so you need the Reiksfort to recruit them (just makes more sense to me).
MattoFrank  [developer] Sep 2, 2017 @ 6:16am 
Good idea. The recruiting ideas for the new units that Radious has are extremely weird anyway, so other suggestions are welcome as well.
Gas Head Oct 9, 2017 @ 1:41am 
Suggestion: Maybe add morale boni to garrisons and (especially) garrisoned armies. Since they are effectively destroyed when defeated while being garrisoned (which is a stupid vanilla gameplay choice in every total war game i can remember), I guess they should be more inclined to fight to the death.

EDIT: On another note: 0 (zero) upkeep for most regiments of renown? Is it so low on purpose?
Last edited by Gas Head; Oct 9, 2017 @ 3:12am
MattoFrank  [developer] Oct 9, 2017 @ 5:14am 
Hm no, adding morale would impede balancing too much and not solve the problem either. I tried to enable normal retreats for underway-armies and that didn't work, so I'm pretty sure I can't make garrisoned armies retreat either, although that would indeed be pretty cool. On the other hand, garrisoned armies basically automatically have another large army with them, so that's actually already something of an advantage I think.

0 upkeep for RoR is on purpose, yes. You're supposed to recruit them as soon as possible and keep them around, but I THINK I made them almost not replenish in the mercenary pool, so they'll be gone for good once destroyed (or disbanded), but I'm not at all sure if that worked. If it didn't, I'll remove them completely.
Gas Head Oct 15, 2017 @ 10:27am 
Your new recruitment system is an interesting idea, and I somewhat like it, but gameplay wise it unfortunately doesn't work that well. The biggest problem is, that upkeep of elite units is mostly too small. Sure, they take long to recruit are are costly the first time, but once you have them, they do not affect your economy any longer in any way, so there is no reason to disband them ever. This leads to an situation, which sooner or later makes low tier units truly obsolete. Also some factions become almost unplayable with this (Clan Angrund especially). Bretonnia is pretty hard in the beginning and boring later as well, since you sooner or later will have to have an army consisting only of knights, which isn't any fun at all, and also not very "realistic" either. My suggestion is to raise upkeep of these units somewhat (no 50 upkeep units at all, except lords and heroes) and maybe even lower low tier upkeep to make them more feasible in late game.
MattoFrank  [developer] Oct 15, 2017 @ 10:40am 
For the Empire it works pretty well. I'll look into it's workings once I play more of other factions.
2guildwars Dec 9, 2017 @ 7:30am 
Again, some feedback. Now I am playing with both Your Realism and AI mod.

I see that the mod is now being constantly changed. I only hope that You are aware of the quota: "Better is an enemy of the good". Although most changes are great as far as I can tell. Anyway:

1. Campaign wise: I think that 'order' factions don't feel much pressure from the "destruction' side. It's hard to believe that they live at the brink of the "End Times". Especially dwarfs and Border Princes generally hold firm against greensking tribes, even becoming some local superpowers. Maybe some cheats for orcs AI will solve the problem? Cheaper units? More Waaaagh Stacks? No idea.
Also the first chaos invasion, even on very hard, is really weak. Your AI mod gives Empire and Bretonnia less civil wars, which makes situation for them even easier. On the plus side I must say that changes to public order makes rebellions more common, which adds some dramatism.

2. Your AI mod propably broke Vampire Counts behaviour. I am playing Von Carsteins. For 40 turns, despite having strong army, Mannfred didn't conquer a single settlement, relying only on raiding. I left eastern Sylvania for him - nothing. Then, he started war vs Averland. Again, even after starting the siege, he swiftly changed to raiding stance and so on. I even finally left Eschen razed to the ground, but he didn't bother to recolonising it in the next 10 turns. Being at war with Zhufbar he didn't make a single aggressive action. I am waiting with confederation untill he summons the other LL lords but with only one town I doubt it will ever come. As for the Empire, they constanly fight beastmen but otherwise not much is happening.
Last edited by 2guildwars; Dec 9, 2017 @ 7:34am
2guildwars Dec 9, 2017 @ 7:56am 
I also recommend to give sylvanian human units "poor leadership" trait to differentiate them somehow from other Empire provinces armies. That's what Cataph made in his unit mod. Sylvannia is poor, with no recources for better equipment and those soldiers fights because they are terrorised by their undead masters. I also doubt if any mercenaries willingly join Vampires having plenty of other oporunities.

Dwarfs! I agree with some minuses for the smaller size, but the should deffinitely have more differences with humans

1. Their armour should be considerably better than other factions. I recommend to give all dwarven units some small AP demage to reflect their master craftsmanship. They should also have higher morale than humans in my opinion. They are very disciplined society, with every inividual totally devoted for the clan's good. Also, they live longer than men, which could give them some experience and calmness on the battlefield. Also, being slow and having no cavalry, dwarf warriors know that once the formation is broken, they are gone. Historically, this gave heavy infantry some will to fight to the bitter end, since most casualties were dealt during pursuit and staying inside the shieldwall was the safest place on the battlefield.
MattoFrank  [developer] Dec 10, 2017 @ 7:58am 
I'm currently overhauling a lot, yes. I know how annyoing this can be for users, but I created this mod first and foremost for myself and only uploaded it out of curiosity what others might think and to get suggestions (which definitely already had a positive impact).
In my experience, dwarfs have a hard time against the greenskins actually. Might just be down to randomness.
Chaos invasions are pretty weak yes. I'm thinking about what to change already.

I changed Manfred's behaviour towards aggressive conquest from turn 1 in an update some time ago. This only applies to new campaigns, though, so maybe if your campaign started before that update ... I'll make some observations myself in the future.

Sylvanian State Troops have weaker leadership than their normal counterparts already. I don't think the Vampires have mercenaries right now, but I might actually give them some later on. They're not always openly using undead armies, as this will break their "camouflage" and mercenaries will fight for whoever pays them and is a trustworthy employer I guess, so mercenaries are actually a good option for vampire counts.

I don't agree with your proposed changes to Dwarfs. They have their unique advantages, but their normal Clan Warriors are not necessarily superior to State Troops I think, neither in terms of equipment nor of morale.
2guildwars Jan 17, 2018 @ 1:25pm 
Hi, again, some small bug report and feedback. I was playing WoC few turns and somewhat longer Wintertooth campaign.

- WoC berserker units have no icon and meshes (they are invisible on the battlefield)
- Chaos knights with lances have only 10 charge bonus (at least the one in chaos rebel armies)
- Norsca mammoth herds have no hit points bar (at least it is not shown on the unit description - I didn't recruit them yet)
- normal and shielded minotaurs have only 35 weapon strength. Intentional?

Campaign difficulty: I understand that norscan tribes are very unruly, but -5 PO for each settlement seems insane. I have contant rebellions every 3 turns or so no matter what. No buildings nor lords skills offer any bonuses to counter that. Norscan economy is strongly related to looting and raiding, yet to do that you have to go outside your territories, living settlements vulnerable. And You won't have money for more armies.

Good to hear that You've fixed the AI mod. Was really frustrating watching Mannfred sitting idly in Drakenhof through 30 turns.
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