Absolute War

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Author: johnzotack

Last revision: 27 Jul, 2019 at 17:55 UTC (1)

File size: 391.85 MB

On Steam Workshop

Description:

UPDATE!

Hello everyone,first of all thank you for everyone who downloaded or visited my humble mod. I’m curently re-working some morale values,fixses some left over stats,more detailed description will be in the changelog soon.
Also in the future I would like to add more units for each faction, make the monster hunt monsters more uniqe in apparence(new textures/colors) and more balancing. If you find any problems or any request/suggestion pls don’t hesitate write it dow.

Welcome to Absolute War Mod

Experience the all out war on the lands of the Old World like never before, thousands of man clash, huge monsters wreak havok to the enemy lines, true heroes lead their armies while magic shake the earth.

Hello there and welcome to Absolute War mod,I hope you like my take on the game. In this description I will list the most of the changes what is await you with this mod. So put your reading glasses on because this will be take some time.
This mod is containing all the additional units for all faction from the amazing Glory Mod series. (Made by MajorSpankage)

The Awesome Dragons mod also merged into the modpack (Made by Vlerk).Both of this mods are free to use by anyone as it was stated by their authors so I merged them.

Required mods
– Better Artifacts
– Legendary Lords Remastered
– Starting Traits Remastered
– Lore Friendly Lord&Hero Skills Add-on
Incompatible Mods
– All overhaul mods!
– Mods that tuch: unit sizes, unit model sizes, morale and fatigue, weapon damage, ranged weapon damage or ammo, unit hitpoints, splash or collosion damage, weapon attack speed, campaign movement range, unit cost and upkeep, campaign control radius, building incomes.
– Mods that make any changes to magic.
– Additional Unit mods are somewhat compatible but they will be definietely underpowered so I don’t recommend them.
– Mods that edit projectal weapons trail fx.

Compatible Mods
– Any and all retexture mods(I use Dyrans all in one reskin mods)
– Mods that disable visual effects like light beams from losrds and heroes, buff and debuff effects( ex: TCW’s No Buff Effects, Less Visual Effects).
– UI reskins mods.
– Maps or map packs.
– Any AI mod.
– Garrison mods.
– Chaos, Beastman or Ork horde invasion script mods.
– Mods that increase the avaible Winds of Magic.

WARNING!!! Do to increased unit numbers in the battlefield laggs or CDTs can happen on lower end PCs!

General changes:

– Increased unit numbers for almost all races, decreased numbers for most cavarly, increased monstrus units numbers, decreased ranged unit and artillery numbers.

-Revorked morale for all faction , also revorked penalties and bonuses, as a result the battles will take longer and will be deadlier.(No more route after 30 sec of fight)
The new formula for morale based on these foundations: – faction of the unit + unit tier lvl + unit type+unit role on the battlefield=base morale.

-Reduced upkeep for all units to 1/5 to vanila cost, revorked unit costs, T1 expandable units are very cheap, while single entity T5 units are really expensive and also take longer to recruit.

-Increased the distance to units for start running towards the enemy and for charges.

-Income from buildings are increased, build times are reduced for buildings.

-Different campaign movement range for units, artillery have the least(1100 points) and warbeasts have the most(3300 points), so an army with a lot of artillery will be very slow moving on the campaign map while an army with warbeasts and/or cavarly can move much further than ever before in the base game.

-Shileds now provide bonus armor and melee defence stats depening of the type and lvl of the shield.

-Friendly fire now enabled!

-Revorked weapon damages and attack speeds. A weapon attack speed now depend on the type of the weapon (-sword,club,axe,hammer,greate sword,spear,haldberd,greate axe,greate hammer-), what size of the weapon is (-one handed, dual wielded,two handed-) and the race of the wielder. Swords are now do very low Ap damage, but they are the fastes weapons. Their attack speed can be anywhere between 1,3 second to 1,9 depending on the wielder. Pikes-Haldberds are now do anti-cavarly damage and have good Ap damage, but much slower than swords. Axes are the new primary anti-large weapons and have greate Ap damage. The new formula for weapons is: – type of the weapon + weapon size + wielder race + wielder tier lvl + wielder role + wielder size = damage and speed.

-New unit UI tooltip entrys such as: Unit Mass, AoE Damage size, Anti-Cavarly, Meat Shield, Friendly Fire, Accurate, Gunpowder weapon.

-Ranged units now more different. Arrows have less range very little Ap damage and poor accuracy, but they are fast fireing and have a greate ammo capacity. Gunpowder weapons do only Ap damage and they are devastating at the cost of lower ammo capacity and long reload time. Artilleryes are now only 3 cannon/catapult per unit they are inaccurate and take long time to reload, but can shred enemy battle lines and do huge bonus damage vs large units.

-Race specific unit number, model sizes, morale, weapon damage and weapon speed, melee attack and defence, hitpoints, speed, armor and weights. All race have their pros and cons reflected in their stats and build costs.
Ex:
– One unit of Zombies have their numbers increased to 300 their hp is buffed to 159, they weapon damage now 43 normal and 1 Ap and the attack speed is 3,1 sec. Also they are unbreakable and immune to fatigue, but their move speed is reduced, their melee attack is 9 and melee defence is set to 1.
-So this makes them an excelent canonn fodder with high numbers and good hp, but on the other side they are pretty bad in both attack and defence wise.
– One unit of Empier Swordsman now have 180 man, their hp is 72 with 175 morale, their melee attack and defence is 41.
-The empire swordsman most likely win a one on one fight against the zombies all the time but they wont win against the chaos warriors or orks.

-All unit abilities are limited to 3 use per battle and have a start with a cooldown time. No more instant nukeing the enemy in the first 10 second. This is also necessary do to the highly powerfull magic damage changes.

-Magic is now more powerfull than ever, all offensive spells are capable to devastate whole units or shatter battle lines. Damage over time spells and buffs have their effect range increased to cover more ground as a response for the increased unit numbers. Winds of magic costs and are increased. All spell start with a cooldown at the beggining of the battle.

-All abilities active time and recharge time are increased. All passive and active abilities bonus effects are greatly increased.

-"Projectail trails fx off" in the game menu now disables only the arrows, javelins, throwing axes, and guns trails. All artillery and spell projectail trails are set to be always on.

-Lords/Heroes mounts prices and hitpoints are increased depending on the type of the mount. Horses provide +1000 hp, Pegasus + 2000 hp, Manticore/Hippogryp + 6000 hp, Dragons + 15000 hp.

-More impactfull bonuses from items/artifacts, added many positive and negative effects for all followers.

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Revisions:

Old revisions of this mod are available below. Click the link to download.