Adjustable Combat – Unit Tweaks [MCT]
Ever wanted your chariots to burst through the enemy line as they should? Or maybe you want to enjoy the spectacle of battle, but your state levies rout too quickly? Or perhaps you are tired of Vlad healing indefinitely, and want to rein him in?
With Adjustable Combat, balance is in your hands!
Now includes entity count when using WH3MM!
- Your game, your rules: configure the strength of units exactly how you want!
- Stat-level control: tune individual stats and effects to shape balance to your vision!
- Global or categorical: make global adjustments, or tweak units by category!
- Fairness optional: optionally choose separate settings for the player and AI!
All settings are configured via the Mod Configuration Tool, and changes will be applied upon reload or the start of the next turn. Only applies to campaign, not custom battles.
You can tweak the following unit stats in order to balance combat to your liking in MCT. This list is not exhaustive!
- Melee Attack and Defense
- Weapon Damage
- Charge Bonus
- Bonus vs Large and Infantry
- Armor
- Resistance (All Types)
- Barrier Hit Points
- Character Hit Points
- Missile Block Chance
- Morale
- Mass
- Speed
- Healing Capacity
- Healing Power
- Spell Mastery
Missile unit stats are included in Adjustable Missiles
Units are divided into the following categories for easy configuration. Categories are distinct, and do not overlap. Global is an exception, and will stack with the other categories.
- Global: includes every unit, and stacks with other categories. No submod patching required.
- Character: includes every lord or hero unit. No submod patching required.
- Single Entities: includes every unit classified as a single entity, excluding characters, chariots, and war machines. Ex. War Mammoths, Feral Manticore, Dragons, etc.
- Infantry: includes every unit classified as small-sized infantry. Ex. Elven Spearman, Goblins, etc. Also includes artillery crews such as Empire Mortars.
- Monstrous Infantry: includes every unit classified as monstrous or large-sized infantry. Ex. Ogres, Ushabti, etc.
- Cavalry: includes every unit classified as cavalry. Ex. Empire Knights, Jade Lancers, etc.
- Chariots/War Machines: includes every unit classified as a chariot or war machine. Ex. Seeker Chariots, Pump Wagons, etc.
- War Beasts: includes every unit classified as a multiple entity monster, war beast, or small monstrous infantry. Ex. war dogs, harpies, etc.
The categories are based on how each unit is defined in the DB, and largely depend on how each unit is implemented by its author. I use a series of rules to determine the categorizations, but these may not always be perfect, and are subject to change.
All categories provide separate settings for the Player and AI, and are synchronized by default. You can uncheck the "Use Player values for AI?" option to edit the AI settings separately, and you can recheck it to synchronize them again.
You can also disable the effects entirely for the Player or AI on the Misc. page in MCT.
From 5/29, users of Prop Joe’s WH3 Mod Manager will have access to additional settings inside the mod manager. Check the screenshots for how to enable these settings.
These work differently than the MCT settings; essentially, I configured a flow in WH3MM which will read your mod list and generate a patch based on your settings. I have included things which cannot usually be configured via script. Disclaimer: This is my first time using this tool.
These additional options include:
- Character HP and Model Count
- Single Entity HP and Model Count
- Multi Entity HP and Model Count
- Spell Intensity Min/Max
Additional WH3MM settings are planned, including battle rules such as attack interval, hit chance, etc.
- Safe to add and remove mid-campaign. The effects are applied or removed via script upon campaign load or turn start. To uninstall, toggle the "Enable Mod" option and reload your save, and then unsubscribe. Alternatively, unsubscribe and simply go to the next turn.
- Global and Character settings do not require any patching, and will work out of the box. If you are only using these two categories, any modded units will work automatically.
- Other categories such as infantry or cavalry do require patching in order for modded units to be included. Luckily, these patches are included in the main mod, so no separate download is required. Click here[github.com] for a list of currently supported mods. Feel free to request support for any additional mods in the comments.
Adjustable Missiles for missile unit tweaks!
Required items:
Click the title to search on this site.
Jar Core Library — Steam Workshop
Mod Configuration Tool - v0.9 Beta — Steam Workshop