Total War: WARHAMMER

Total War: WARHAMMER

Cataph's Tweaks
100 Comments
ThePoshBarbarian 10 Jun @ 5:51am 
Thanks man :steamhappy: I’m mostly replaying warhammer cause I do remember enjoying it when it came out, even if it is a lot more basic than the later titles
Cataph  [author] 10 Jun @ 5:08am 
people still modding this? yeah sure
ThePoshBarbarian 10 Jun @ 3:16am 
Hey I was just wondering if I could include the bug fixes you have here in a big bug fix pack? I’ll give proper credit for it, it’s just cause there’s a few separate bug fixes for other things floating around the workshop that aren’t included in this and I’d like to have all the fixes in one pack instead of having them all over the place.
Mumion der Unsterbliche 17 Dec, 2019 @ 11:10pm 
Update ?
Cataph  [author] 28 Oct, 2017 @ 3:09am 
Cataph  [author] 14 Sep, 2017 @ 2:33pm 
Vanilla files are still not altered in any way. The launcher not handling mods correctly is another thing. :P
Rachel L 14 Sep, 2017 @ 2:19pm 
@Cataph, well, actually i meant a combination, because i used a mod that modifiied the vanilla tables and the launcher didnt removed it properly, soo...
Cataph  [author] 14 Sep, 2017 @ 1:44pm 
Mods can't break vanilla files, it's just the launcher that breaks itself sometimes.
Rachel L 14 Sep, 2017 @ 12:03pm 
Ah good. Be careful with the mods you use. Poorly made mods may change the vanilla files and break everything.
Elitewrecker PT 14 Sep, 2017 @ 12:00pm 
Reinstall -> Working Perfectly -> regardless whatever mod turned on or off

It stopped "this game has stopped responding".
Rachel L 14 Sep, 2017 @ 11:53am 
Is it working or not? I am confused
Elitewrecker PT 14 Sep, 2017 @ 11:52am 
I meant, after reinstalling everything is working as normal.
Rachel L 14 Sep, 2017 @ 11:14am 
Try running freshly installed without any mods. Then you try the mods later, one by one.
Elitewrecker PT 14 Sep, 2017 @ 9:51am 
Well, uninstalling and reinstalling made the game stop "stop working" when launching.
Rachel L 12 Sep, 2017 @ 4:30pm 
@Elitewrecker PT
No, but if that doesnt fix your game, you will have to make a full reinstall.
Elitewrecker PT 12 Sep, 2017 @ 4:30pm 
I actually deleted every mod file in the folder and then opened the launcher to download them again, should I unsubscribe and resubscribe as well? (that'd would be a pain)
Cataph  [author] 12 Sep, 2017 @ 2:45pm 
@Elitewrecker PT
Other than suggesting to reboot EVERYTHING, repair WH and stuff, I don't know what to tell you. Doubt there is something technically wrong or other people would have reported it.

@RafaL
1. No, no amazons, got more important things to do that are much more doable.
2. Noted.
Rachel L 12 Sep, 2017 @ 1:42pm 
@Cataph? Have you seen my question/request?
Elitewrecker PT 12 Sep, 2017 @ 1:41pm 
I deleted the files of both mods and they still crash if I turn them on together. And if a previously stable launch starts crashing I have to launch with everything disabled and then re-enable the ones I know are working.
Cataph  [author] 12 Sep, 2017 @ 9:52am 
Yeeep. I recommend reporting the issue btw, I'm not sure they've heard about it enough. And as for fixing the issue, you probably have to redownload them one by one.
Elitewrecker PT 12 Sep, 2017 @ 9:50am 
Urgh, this launcher is screwing up left and right. I toggled this, it crashed, I untoggled it stopped crashing, I toggled some other mods, it started crashing again, untoggle them and it keeps crashing. In a setup that didn't crash, it now crashes -.-
Cataph  [author] 12 Sep, 2017 @ 9:41am 
You've got a faulty download.
Elitewrecker PT 12 Sep, 2017 @ 9:30am 
This is causing "stopped responding" with Crynsos Unlocker + on startup.
Rachel L 8 Sep, 2017 @ 3:17pm 
@Cataph, can you increase the mass of the dwarfs units like this mod did?
http://steamproxy.net/sharedfiles/filedetails/?id=1126796837
Rachel L 5 Sep, 2017 @ 12:25pm 
@Cataph
Cool. Any chance of you making the amazonians faction? (Even tough there isnt much info them, there is some and you could always use the usual ideas, that they have some male units that are slaves and maybe meatshields?)
Cataph  [author] 5 Sep, 2017 @ 11:59am 
@RafaL
https://www.patreon.com/posts/current-plans-13955268

@Marthenil
Yeaaah, it starts like that and then it begins to crumble under its own weight as usual. I'll try and keep my impact at the minimum and the maximum possible choice without going mad. Thanks for the vote of confidence, though.
Marthenil 5 Sep, 2017 @ 11:31am 
Honestly Cataph, you should just go ahead and make an "overhaul lite", all your tweaks mods are perfect, to the point without messing with the vanilla experience at all.
Rachel L 5 Sep, 2017 @ 11:25am 
Hey cataph, are you planning any mod for wh2?
Cataph  [author] 5 Sep, 2017 @ 1:04am 
As you can see from the details, the slight buffs were in the -1 or -2 order of magnitude. I doubt they can have a strategic impact.
zane0 4 Sep, 2017 @ 9:32pm 
I'm wondering if may be you may have nerfed Bretonnia a bit too much with your tweaks. II know that on a head to head match up the Empire infantry should be able to beat their Bretonnian counterparts since bretonnia lore wise cares more for their knights than their peasant soldiers compared to the empire's trained units, but it seems like there were too many nerfs for brettonian units in your mod compared to the other factions. Let me know your thoughts.
Cataph  [author] 3 Sep, 2017 @ 12:27am 
In tabletop, Outriders were just as accurate as an elf by being veterans. And repeating weapons, while lowering that accuracy to normal levels, could fire three shots. Simple as that.
Publius 2 Sep, 2017 @ 7:35pm 
Love the mod btw!
Publius 2 Sep, 2017 @ 7:34pm 
Just curious as to why the line, " Outriders were outgunned by Handgunners (wordplays!) on a per-gun basis, when they should be worth thrice as much. " is true. What makes an outrider so much better than a handgunner besides the horse?
Goedendag 27 Aug, 2017 @ 7:30am 
Your the best! Cheers mate!
Cataph  [author] 27 Aug, 2017 @ 7:30am 
It's a shared amount, so wherever you want.
Goedendag 27 Aug, 2017 @ 7:28am 
Okay cool thanks. Btw i really like this mod. Keep up the great work!

Oh one more question. Is the cap for the dwarfs specific to each province? If i have 3 dwarf provinces so i can make 15 longbeards all-together or i have to purchase 5 in one province and the next 5 in the other and so on?
Cataph  [author] 27 Aug, 2017 @ 7:24am 
Yeah I'm not seeing any possible issue.
Goedendag 27 Aug, 2017 @ 7:10am 
Is this compatible with CeltiK's Advanced AI mod?
Cataph  [author] 24 Aug, 2017 @ 1:46am 
Checked, it's compatible.
BåGan 24 Aug, 2017 @ 1:41am 
I was wondring the same thing as Wolfenswan. CeltiK says in the mod description:

"My mod decreases the hit chance in melee combat by 50%, thus making the battles last longer and having a slower pace. I didn't touch the units stats, or their speed, or the damage, or the morale system, or anything. The balance is as close as vanilla as possible. Of course I also tweaked the fatigue to adapt it to the new pace of battle."

Would that mean that it is compatible with your mod? Since it don't touch stats nor damage?
Cataph  [author] 23 Aug, 2017 @ 3:13pm 
If it alters unit stats and damage, no.
Wolfenswan 23 Aug, 2017 @ 3:07pm 
Just to be sure; I assume this isn't compatible with CleriK's slower combat mod?
Cataph  [author] 23 Aug, 2017 @ 7:10am 
Ah, my bad. Well, same reasoning.
Rachel L 23 Aug, 2017 @ 6:50am 
I asked about the tomb kings mod from Haradrim. But okay
Cataph  [author] 23 Aug, 2017 @ 6:08am 
@free
Never noticed them being useless, tbh.

@RafaL
I believe you have already asked, I don't have the time resources to overextend myself that way.
Rachel L 22 Aug, 2017 @ 2:10pm 
@Cataph, any chance of you picking up the Kislev mod by housie123 ( https://steamproxy.net/sharedfiles/filedetails/?id=902226479 ) and continuing/improving it? Housie said 2 days ago that he was abandoning it.
Cleveland 21 Aug, 2017 @ 9:20am 
What do you think about giving Wardancers a little bit of +dmg vs infantry? Maybe like 10-15 would help, they're so useless right now.
Cataph  [author] 21 Aug, 2017 @ 8:36am 
There is such a thing as improvements, you know, without having to reset something. They were fine pre-norsca, and being surrounded is what happens to monster units. Splash damage can easily be improved if necessary.
VictorX 21 Aug, 2017 @ 8:31am 
I think you should revert the change to Demigryph Knights. Having tried them in combat, they just don't really have an impact with such a small unit size. The physical size of their units is too small so they get easily surrounded by greater numbers of weaker units, and their lack of splash damage makes it so that a group of 12 really has so little impact on a battle. All other units of such small unit size are usually much larger and have splash damage, and for good reason.

If you want to stay true to the lore you can make them limited by the number of top tier stables available in your Empire, just like there's a limit on Longbeards.

I love all the other changes though.