Total War: WARHAMMER III

Total War: WARHAMMER III

54 ratings
Spire's Reduced Army Losses Penalty / Longer Battles
   
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File Size
Posted
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8.192 KB
23 Aug, 2022 @ 8:39pm
19 Mar, 2023 @ 2:45am
5 Change Notes ( view )

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Spire's Reduced Army Losses Penalty / Longer Battles

In 1 collection by Spire
Spire's Campaign Changes
4 items
Description
This mod is part of a campaign change series, which can be found here:
https://steamproxy.net/workshop/filedetails/?id=2853287087

Description
Battles in TWW3 end quite quickly because once one side loses enough units, it triggers a mechanic called "army losses" that forces them to instantly lose. I personally think this happens too early, hence this mod. I've had many, many battles where I thought the army losses penalty kicked in right as it was getting good.

This mod makes it so army losses triggers later in a battle, requiring a more clear victory. This means battles last longer (but not excessively so), and comebacks are more achievable. You will be amazed at how many clutch victories you or the AI will be able to pull out now that the game doesn't randomly end for no reason.

Changes
  • Army losses penalty now triggers when the balance of power is at 90% for the winning faction (unmodded: 72%)
    • This means the loser must be more thoroughly beaten before the penalty kicks in, enabling comebacks
    • This also means that the AI is much more dangerous when sieging you with multiple stacks of units, where usually the army losses penalty kicks in while they still have over a dozen full-health units left
  • The army losses penalty is now -65 leadership instead of -100
    • This usually doesn't change much, but it does mean high-leadership units must be damaged a bit before they route from the penalty
    • Thematically this means you can pull out a clutch victory with a high-health high-leadership chad unit
    • It also means that if your lord is on full health (and therefore high leadership), the fight continues

Side Notes
I actually originally made this mod to fix the siege AI because I noticed army-losses were kicking in while the AI still had dozens of full-health units ready to attack while sieging. It cannot be overstated, if you play on high difficulties this mod is a MASSIVE buff to enemy AI in the context of siege battles. Battles that were previously a cake-walk for you will now become challenging. If an AI attacks your settlement with 5 stacks of units, you WILL feel it.
21 Comments
Bodongs 1 Apr @ 9:19am 
I love the idea for the mod but it makes fighting high model enemies SUCH a slog. I find myself taking entirely unreasonable losses against stacks of clan rats and slave slaves because you have to fight them down to the last rat, they just never break.
Krakenous 23 Mar @ 2:08am 
Hi OP, am I right in that CA changed this this to 78%? In the OG game files the number is actually 0.22 for "army_destruction_alliance_strength_ratio" and your mod is 0.1 (90%). It's no big deal it just had me confused when I was looking at RPFM for something else haha.

Anyway, great little tweak, works actually nicely with "unbreakable-ish" mod as well.
iDon'tSpeakRussian! 14 Nov, 2023 @ 1:56pm 
10+ hours with this, man yeah Skaven+Vampires are getting terrifying. Feels like true Legendary Dificulty and finally, I mean finally during the siege my troops were at least 50 percent covering the city before army losses kicked in. I would love more stuff like this :D
iDon'tSpeakRussian! 11 Nov, 2023 @ 12:15am 
Maybe not the mod we have asked for, but the mod we needed. Thanks King :)
Iron 11 Jul, 2023 @ 11:23am 
SFO after 5 tests (with 6x6 match units in custom battles) army's break and run at about 80% - when 3/4 of army are lost, not far off your mod for vanilla, will still keep your going, for the reduce leadership hit to allow the Elite units to turn the tide if pos, keeps it interesting.
Thanks again, and if anyone want to make a more spec individual version would be help to test it.
Iron 10 Jul, 2023 @ 12:23pm 
it does work when placed above SFO main mod, the army doesn't break a route until 90% (on the blue for you and red for enemy force strengthen bar in case anyone wondering).
it pos to look at mod 'No mass rout' from the last game, it's here on Steam
https://steamproxy.net/sharedfiles/filedetails/?id=1576468568
it stops the army from breaking all at once,
wondering if pos you are able to version where force morale is more individual, so they all need to be routing (skull&flag) only then to get the Victory & End battle or chase down survivors.
Iron 8 Jul, 2023 @ 5:22pm 
kk cheers
Spire  [author] 8 Jul, 2023 @ 3:02pm 
SFO might change the same values, and if it does then one will overwrite the other. It won't break the game though.

Assuming SFO does edit the same things, you can place this mod above it in the load order and that should give this priority.
Iron 8 Jul, 2023 @ 1:13pm 
It this SFO compatible ?
DuckLord 17 Mar, 2023 @ 4:10am 
Really great point patch. Thanks!