Specialized Combat

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Author: HEU3BECTEH(RUS)

Last revision: 6 Dec, 2020 at 03:27 UTC (1)

File size: 319.49 KB

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Description:

In this mod I have tried to enhance units special traits, making the battle flow more dependant on tactical advantages, and probably resulting in slightly faster battle pace.

With this mod…
• Reckless cavalry frontal charges will stop sending spearmen flying. Charges from the rear will give them even more painful experience though.
• Firearms will stop being crossbows with better armor piercing. They will sweep away enemy squads with one volley. It will take much longer time to reload though. They will require line of sight to fire.
• That one crippled dwarf on the edge of the map, lone survivor of his squad, will not regain his will to fight if their leader is long dead.
• Anti-large units will hit cavalry and large beasts harder. They will go easier on infantry though. Anti-infantry units will be more anti-infantry too.
• Melee attack and defence ratio will have a little more influence on hit chance.
• On siege battles it will take more time to climb walls using miracle-spawn ladders, so you will want to use some siege vehicles. Fort towers will hit harder, but will not reach that far.

That mod was created to change the things I have found confusing, hopefully it can be usefull for someone else too.

Total War: WARHAMMER
With very large unit sizes line of sight requirement can be problematic even with Long Line mod (units do not shoot through each other’s heads), because of that here is the version without line of sight requirement[www.dropbox.com].

Technical details: In table ‘_kv_rules’ value ‘bracing_calibration_ranks’ has been changed from ‘7’ to ‘6’, ‘bracing_calibration_ranks_multiplier’, ‘bracing_charge_reflector_bonus’ and ‘bracing_max_multiplier_clamp’ has been doubled, ‘bracing_attack_angle’ has been changed from ’80’ to ‘100’. In table ‘_kv_rules’ value ‘collision_damage_normaliser’ has been changed from ‘0.7’ to ‘1’, ‘collision_damage_modifier’ has been halved, ‘collision_damage_maximum’ has been doubled, ‘collision_damage_default’ has been halved. In table ‘_kv_rules’ value ‘refusal_chance_vs_charge_reflectors’ has been changed from ‘0’ to ‘0.3’. In table ‘projectiles’ non-spell non-tower non-artillery_flammable musket ‘damage’, ‘ap_damage’, ‘base_reload_time’ has been tripled. In table ‘land_units’ non-spell non-tower musket ‘primary_ammo’ has been halved. In table ‘_kv_rules’ value ‘missile_ignore_own_unit_for_friendly_fire’ has been changed from ‘1’ to ‘0’, ‘projectile_friendly_fire_man_radius_coefficient’ and ‘projectile_friendly_fire_man_height_coefficient’ has been changed to ‘1’. In table ‘_kv_morale’ value ‘only_units_with_living_commanding_general_may_enter_non_shattered_rout_enabled’ has been changed from ‘0’ to ‘1’, ‘post_rally_no_rout_timer’ has been halved. In table ‘melee_weapons’ for anti-large and anti-infantry units values ‘ap_damage’ and ‘damage’ has been decreased on 10%, values ‘bonus_v_large’ or ‘bonus_v_infantry’ has been increased on 20% * ( ap_damage + (damage * MDR) ), where mean damage reduction (MDR) has been set to 0.5. Test results show that mean armor (~65, mean armor was calculated using tables ‘land_units’ and ‘unit_armour_types’) reduces damage approximately on 50% average. In table ‘_kv_rules’ value ‘melee_hit_chance_max’ has been changed from ’90’ to ’97’, ‘melee_hit_chance_min’ has been changed from ‘8’ to ‘3’, ‘melee_hit_chance_normalisation_coefficient’ has been changed from ‘1’ to ‘1.5’. In table ‘battlefield_buildings’ fort_tower and fort_wall ‘hit_points’ has been halved. In table ‘_kv_rules’ values ‘climbing_ladder_speed_modifier’ and ‘climbing_walls_speed_modifier’ has been halved. In table ‘projectiles’ for towers value ‘effective_range’ has been halved, ‘burst_size’ has been doubled. In table ‘_kv_key_buildings’ value ‘fort_tower_fire_arc’ has been doubled.

Best regards.

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Revisions:

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