Total War: WARHAMMER III

Total War: WARHAMMER III

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No lightning strike or ambush attacks
   
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27 mrt 2023 om 16:41
1 mei om 20:28
7 wijzigingsnotities (weergeven)

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No lightning strike or ambush attacks

In 6 verzamelingen van Cerb
Cerb's Realism and Difficulty Collection Vanilla
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Cerb SFO modlist
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SFO Hardcore Mode
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SFO realism and depth collection
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Omschrijving
"The noise was unbearable as massed Skaven tunnel slaves dug through soft dirt in a frenzy towards the surface, pushed forward by a mix of vile concoctions and the prodding points of their overseers' weaponry behind them. Occasionally one would falter, their hearts giving out under the strain of what was being asked of them, their bare arms bloodied and broken from their frenzied scraping, before their lifeless corpse was pulled through the ranks of soldiery eagerly waiting for daylight to break through the darkness they currently resided.

The human soldiery on the surface could hear the cacophony of violence and see the moving of earth well before the ratmen broke the surface. Holes appeared to form out of the ground as bloodied, clawed hands pushed up through them, followed by tortured and grotesque faces. Even from this stage it still took nearly a full minute before the full might of the Skaven horde was pulled from the dirt, giving the humans some time to form ranks and get prepared. Having the Skaven emerge from so many directions, and being so close, rendered the human artillery far less useful than it might have been otherwise, as they were engulfed in a storm of raw, chittering violence."

Removes lightning strike and ambush attacks from the game, replacing them with less imbalanced effects but still retaining usefulness without being oppressive or random chance.

Ambush attacks replaced with vanguard deployment for army.

Lightning strike gives campaign movement speed and significantly higher reinforcement time.

Reinforcement time default is significantly lower (around 40 second is fairly standard), and changing position of reinforcements is less costly in terms of added delay.

Tzeentch ambush attack is hardcoded, and the only way to remove it is to remove the attack on teleport feature of tzeentch, so in order to balance the ambush attack, they have recieved significant negative penalties to their combat effectiveness, to represent the immense power usage of teleporting an entire army through the warp to its target - even daemons need rest!

Those factions that lost ambush attack gained 20-30% ambush success chance in regular ambush stance. 20% for tzeentch, 30% for skaven/beastmen, 25% for alith.
14 opmerkingen
Cerb  [auteur] 3 mei om 17:58 
Cheers dude
Shhhhhhhhhh 3 mei om 17:57 
Thank you for update man. Exactly what i wanted with my friend, we are mostly play coop against buffed army size AIs and AI can abuse ambush and lightning sometimes, even in normal game the ambush and lightning can be annoying.

Having this kind of mod around for option to have is nice. Good work.
Cerb  [auteur] 15 feb om 13:21 
Yeah you could, it wouldnt be too hard - whenever ive changed night battles to be set to 0, change it back to 1 and remove the balancing work :)
✠ Apollyon ✠ 15 feb om 13:16 
can you just make a mod that removes ambush attacks , but keep lighting strike ?
MINOS 23 okt 2023 om 14:27 
The Stalking Stance is not only op , it also sucks for the Enemy Ai.

Thing is, for Example, Skaven will attack your Armies even with no Chance of winning, if you uncover their Stalking Stance with Heroes standing around.

The AI doesnt recognize it doesnt attack in stalking Stance, because it got uncovered, in Contrast to the normal Ambush Stance.

So thanks, ill try it out.
Cerb  [auteur] 1 jul 2023 om 22:09 
Working for me still? Which part isnt working for you?
BennyBerns 1 jul 2023 om 18:17 
doesnt work
Cerb  [auteur] 15 apr 2023 om 9:59 
Update for chorfs
Cerb  [auteur] 2 apr 2023 om 17:25 
Fixed - in a manner of speaking - thanks for your help mate.
Cerb  [auteur] 2 apr 2023 om 16:34 
So the only way to turn that off for tzeentch is to stop them from being able to attack at all in teleport stance - so realistically i cant turn that off - i will rebalance it to give them some serious penalties if they use, however.