Total War: WARHAMMER II

Total War: WARHAMMER II

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Brutal Battles & Action Combat (Discontinued)
   
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Tags: mod, Battle
File Size
Posted
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233.810 KB
12 Oct, 2017 @ 7:08pm
28 Oct, 2017 @ 2:31pm
4 Change Notes ( view )

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Brutal Battles & Action Combat (Discontinued)

Description
Help support me and Mods so I can keep making them for you :)
Brand New PayPal Donation Page![paypal.me]

Compatibility with this mod is limited. New unit mods work as long as the new units dont have custom entry in the following tables:

[battle_entities_tables]
[melee_weapons_tables]
[missile_weapons_tables]
[unit_spacing_tables]
or a custom entry from [projectiles_tables] that is place into a default [missile_weapons_tables] entry.

Also, overhaul mods like STO and RADIOUS changed/edit/alter either some, or all of those tables, so they are NOT compatible. If any of the above tables are used in another mod, such as realistic flight by Sebidee, then they are NOT compatible. Read this description for details on the different mechanics this mod changes, and if another mod changes those things, it is either partially, or completely incompatible.

I intend to make a version of this mod that IS compatible, but I have no ETA on when that will be; most likely a month or so until I finish with Glory Mods.

This is a combination mod between my mod, Action Combat, and Boo!'s Brutal Battles.

It takes the clashes from Brutal Battles - edits tables in radius, (radius determines the hit box or colision box of each indivudal person in a unit), and decceleration - and mixes it with my mod, Action Combat, which has increased attack frequency, reduced ranged reload times, increased velocity of projectiles, and movement speed improvements.

What you wind up with is an action packed battle, and no more guys in a melee that just stand around looking lost, or two enemies that stand there having a staring contest. So, more animation action, more epic clashes, and easier movement and arrangement of units.

This mod ensures all the balance and stability of vanilla units, changing no other stats. No attack, defense, armor, abilties, etc - none of that is changed. What you end up with is a battle that simply has more action packed animations, and battles tend to progress about 35% faster, which is great for multiplayer campaigns, when battles can take awhile, and you end up waiting an hour when all you want to do is upgrade 1 single building to the next tier.

I play with my brother on multiplayer campaign, and so having battles that progress faster is a plus when the other person is just waiting for it to be their turn. That why I created MY mod, plus with Boo!'s Brutal Battles mod, the resulting action of those battles is truly an epic sight to behold, so it's great for cinematic uses as well!!!

Enjoy, Let me know what you guys think!

**--All credit for Brutal Battles and the icon for this mod goes to Boo!, so be sure to check out his mods!!--**
Thanks again for letting me include your work. Without your half, I couldn't have made this combination mod that really is amazing for me and my brother, so thanks again Boo!!!!!!

Link to Brutal Battles:
http://steamproxy.net/sharedfiles/filedetails/?id=1159942572&searchtext=brutal+battles
Link to my original mod, Action Combat:
http://steamproxy.net/sharedfiles/filedetails/?id=1166539954

________________________________________________________________________________

Full Explanation of Action Combat:

melee_weapons_tables
- In this table, the only thing edited was attack intervals, decreases the wait time between attacks by as much as 2.5 seconds. These interval values represent a time count. After an attack, this value determines how long the a unit will wait before attacking again. In vanilla, these values resulted in many soldiers in a unit that often just stand around, looking lost.

A few examples:

Dark elves dual swords melee attack interval value (wait time) in vanilla was 4.8, and I've reduced in to 2.8. Most reductions in the wait time for these values were about -2 seconds from vanilla, though there are a handfull of exceptions for balancing reasons. Vargruf in vanilla, for example, was already a very fast attacker, with its wait time set to 2.3, so I only reduced it by -1, so now its wait time between attacks is 1.3, and no, I did not change the rate of attack for giants to 1 or 2. I made sure that all units are balanced in exactly the same way as vanilla, but just scaled up the speed of attack rate up, and the wait time down, leaving the relative differences between each unit relatively the same.

projectiles_tables
- This table affects the range of ammunition, the velocity of the projectile itself, reload time, and other factors. I edited the reload times and projectile velocity mostly. Crossbows match other crossbows in reload times, with maybe 0.1 difference depending on vanilla values. Again this table was edited so that vanilla value differences between the units are relatively the same, but all scaled to decrease the wait time between volleys, so that the attack frequency of ranged units is balanced with the frequency increase of attacks of the non-ranged units.

Example - a long_bow_arrow - if it's reload time is 8 seconds, I made it 6 seconds.

Also Projectile velocity of bolts and arrows have been increased across the board by 35% - 50%. This just means that the projectiles, once fired/launched, reach their destination 35% - 50% faster. This does not modify or change damage or armor piercing or anything else in any way. I did this because I felt that there are too many units, if running or charging towards an archery unit, they run fast enough to cross the impact zone much to easily. Meaning, The archery units aim their arrows where the target is currently located, but by the time the arrows arive, the sprinting or chargin unit has crossed over the impact zone, thus dodging to frequently.
________________________________________________________________________________

COMPATABILITY - READ THIS SECTION CAREFULLY, before asking any questions.

In the case of mods that add stand-alone new units to a roster, I can only provide limited support, as their new units sometimes have their own custom melee_weapons_tables, projectiles_tables, and battle_entities tables. The best way to make these units compatible with this mod is to ensure that, under land_units_tables, their primary_weapon and ranged_weapon are set to vanilla keys, and that the man_entity table, also under land_units_tables, are also set to vanilla keys. If they use existing vanilla keys, and havent edited them, then all new unit mods that add units to a roster will work just fine. If they don't, then the game will still run, it just won't be balanced.
103 Comments
nextjohns 18 Aug, 2021 @ 2:48am 
Any update? Brutal Battles mod is awesome, but it does indirectly buff certain races. We need your mod!
𝒦ℒℬ 24 May, 2020 @ 1:09pm 
The author DGAF.
bing bing wahoo 14 Apr, 2020 @ 7:55am 
I created an updated successor to this type of mod. https://steamproxy.net/sharedfiles/filedetails/?id=2060744394
Wandering_Wyvyrn 14 Feb, 2020 @ 8:35pm 
Please update this if you are able to.
ONIGUMO 31 Jan, 2020 @ 5:18am 
Does this still work? Maybe update?
Billzelbubz 18 Dec, 2019 @ 5:18pm 
does this mod disable kill animations? or are they just that rare in base game?
korvin479 13 Dec, 2019 @ 11:41pm 
action battle was a very good mod, without him infantry battle seems terrible /=
Phantus 21 Nov, 2018 @ 6:13pm 
abandoned?
Walter O'Dim [Kapo] 11 Nov, 2018 @ 12:45pm 
update?
Viltae 5 Nov, 2018 @ 5:12am 
I always liked this mod. Is there an ETA update?