Total War: WARHAMMER

Total War: WARHAMMER

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Improved Wound Recovery Skill
   
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Etiketler: mod, Campaign
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22 Haz 2016 @ 13:26
31 Oca 2017 @ 16:51
5 Değişiklik Notu ( görüntüle )

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Improved Wound Recovery Skill

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Simply changes all agents and lords (LL's included) to have a better version of hardy, irrepressible, immortal horror, whatever. Affects all factions and affects the AI. I rarely see them spec into blue anyways and that skill is usually half-way down the tree or at the end of it. So not likely to buff the pesky AI agents much.

Wound Recovery Time is reduced by 2 instead of 1 (vanilla). Vanilla value seems lame as agent gets wounded, out of game for 5 turns. Hardy - get back one turn sooner. woopty doo. Hardly the definition of a noticeably faster recovery.

Know that trait sanguine that lords and agents sometimes have? Adds that to the skill too. So -3% chance for enemy actions to succeed against that character. Represents character being tougher.

should be savegame compatible as it only edits a skill. doesn't move skills around so should be no risk of losing skill points.
10 Yorum
Lampros 14 Kas 2017 @ 7:43 
I want to go the other way. That is, if I want to increase wound recovery time to decrease agent spam, then what would I need to do?
NosesCan'tSleep (Max)  [yaratıcı] 31 Oca 2017 @ 17:10 
updated. not sure if all characters covered. but WE sorceresses have the skill increase. many of the WE chars don't even have a version of hardy.
Chigooga 25 Eyl 2016 @ 3:15 
Are you gonna update the mod for the grim and the grave update?
NosesCan'tSleep (Max)  [yaratıcı] 1 Ağu 2016 @ 17:35 
now includes all beastmen characters
NosesCan'tSleep (Max)  [yaratıcı] 31 Tem 2016 @ 19:29 
gotta add beastmen to this. haven't had time yet. soon
NosesCan'tSleep (Max)  [yaratıcı] 30 Haz 2016 @ 8:48 
Updated for Patch. 6/30/2016. does not crash game when i tested. If your game is crashing it isn't this mod.
NosesCan'tSleep (Max)  [yaratıcı] 24 Haz 2016 @ 9:50 
for the "No Bad Traits" mod - just make sure mine loads after his. change the file name to start with a "Z" because as far as i'm aware mods load by alphabetical order and a mod loading later will overwrite an earlier mod. Don't worry, it won't overwrite his changes cuz mine don't affect the same values. the reason his conflicts with mine is that he included entire tables without deleting the stuff that wasn't relevant. So it rewrites stuff back to vanilla values if it loads after mine.

man i wish there was a mod manager. unfortunately i don't have the knowledge to create one or update Mitch's to work with Total War: Warhammer
NosesCan'tSleep (Max)  [yaratıcı] 23 Haz 2016 @ 8:25 
well he actually makes changes to two tables as far as i can see, but i really don't know why he didn't just make the changes and leave out the other values. he pretty much loaded the entire table, changed the stuff he wanted for his mod, but then didn't delete all the irrelevant stuff.

so his mod will actually overwrite anything that deals with the same tables if it loads after other mods
NosesCan'tSleep (Max)  [yaratıcı] 23 Haz 2016 @ 8:18 
the reason they aren't compatible is cuz he included entire tables from the DB, some of them i think unnecessarily. if mine doesn't work then his must overwrite mine. i can't remember how load order works in this game - if it's normal alphabetical order then placing mine in the load order after his should overwrite his changes.

alternatively - you could use PFM to delete the two unnecessary tables in that mod. his changes are only related to one table. trigger_effects_tables
Sebastian Alfonso 23 Haz 2016 @ 7:38 
I realise your Mod isn't compatible with the No Bad Traits Mod, is there a way to make your Mod compatible to that Mod?