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Iirc, it sort of worked for some units but not at all for others. I've also read other mod makers saying it makes things unstable, since Total War Warhammer titles aren't built to use those slots to begin with - they're relics from the previous historical titles the TWWs were built upon.
Unfortunately it's not, as the officers and standard bearers occupy the same "slot".
I don't have Total War Warhammer 3 yet so I haven't been able to test it, but I understand the mod structures are fairly similar so it's worth a shot.
Nice!
Have fun!
Hey! Unfortunately I don't have a compatible version for Radious. I don't play with Radious myself so making one would take more time than I am comfortable spending on it. But if you are interested in modding, I can give you instructions on how to make a compatibility submod yourself! It's simple, just time consuming.
Yeah, I think that would make the issue more noticeable. If the officer has 1.25x the charge speed of their unit (which wouldn't have much effect at the very short charge distances most units have), 1.50x the charge speed already puts them far in the lead. I haven't really done anything with the Empire officers other than importing them in but it's possible their charge speed is slightly higher.
Usually no. I'm not really sure about the changes that carried over from the original All Faction Officers but when I've touched up on officers I have tended towards making them either the same speed as their unit or slightly slower so that they'd be about two to three lines in after a charge, depending on the flair of the faction (brutal factions prefer being front and center, more civilized factions less so). It's something I'll keep in mind if I touch up on the officers once again.
Only noticible on melee units & mostly an issue with Tomb Kings or Chaos melee infantry for some reason.
I haven't looked into them. If they change unit stats, it's likely not compatible. If you do try them you can report your findings, I'll think of a good way to write the info up for others!
Most officers have a little bit of more health than the rest of their unit. Officers typically stand in the front line, so without the health boost they'd be dead pretty soon and you wouldn't really get to enjoy them swinging about, as Sebidee and Adopotate reasoned in their All Faction Officers mod. The officers sometimes carry a different weapon than the rest of their unit and have the animation to match, so while their damage dealing stats are the same as the rest of the unit the animations play a part in how effective or ineffective they are. Overall though, it should all balance itself out more or less.
Glad you like it! Unfortunately yes, there is a conflict. To get them to work together, someone would need to create a submod similar to the submod for SFO II. It would be pretty simple but somewhat time consuming. If you or someone else is interested I could point you in the right direction!
Larger Unit Sizes
https://steamproxy.net/sharedfiles/filedetails/?id=1160529933
seems to be a conflict with this mod. Is that right?
I haven't tried it with them but the new units unfortunately won't get officers, they would need a compatibility submod for that. If the mods alter the units that have officers, it's likely that either there's no officers or there's officers but with vanilla stats.
It shouldn't affect the balance or the hitbox. The table where the officers are situated in the game files also tells the game some of the unit's battle stats, so after each update those battle stats have to be updated for the mod as well to maintain current balance of the game. I updated the mod since the last game update, so game balance is not altered in that regard.
If we get really specific, the individual officers are a factor that isn't present in the vanilla game. Their stats have been designed to be in line with the unit they serve in so as not to affect balance. Some have slightly higher hp than the other models in their unit, and some have the same hp but slightly slower charge speed than the rest of the unit so they will be positioned in the middle after a charge, so they (usually) don't die off too soon after making contact with an enemy unit. But the numbers are so close to the vanilla values that I tagged the mod as graphical when I first uploaded it.
@Gordon
Maybe one day! For now I don't have the time for it but that may change in the future.
Thanks again! Cataph is a treasure to the WH2 modding community, I'm always learning more from them
Though from some chatting on the modding discord I got from Cataph:
"Officers and Musicians work with some limits. Musicians may not use missile weapons (working cases TBD). Standard Bearers will crash depending on sides, just don't use them. These entities can have their own distinct variants, entities, animations, both weapons. Avoid adding battle entity hp because it causes a multiplicative bug after campaign battles. They will not use missile weapons unless the land unit can. officer related ability usage keys are currently unlikely to work. Keep in mind officers as a whole are legacy code hanging on for dear life and are inherently not supported for WH2 outside of chariot/character stuff."
It works now, thanks! Super interesting, I'm not sure if these were the units that we were having issues with or not, could be something in the game files has changed to make them work smoother together. Will look into it, thanks for letting me know!
Oh, I should also ask: Did you get them to be together by setting the Standard Bearers into the Standard Bearer etc. bracket? (Edited to remove my misunderstanding)
The link doesn't open correctly for me, the imgur page is just stuck loading. Maybe it's somehow tied to your account / not public?
https://imgur.com/a/5WjIAVU
Unfortunately I don't think there's a way, as both officers and the standard bearers occupy the same bracket in the tables in the game files. To get both it seems you would need to create a new mod that would take the assets from both, and reslot the entities of one into a new bracket (or a subbracket, not sure how to think of it). With what I've seen, there's some issues with it that likely stem from the Warhammer titles having now been built for years without thinking about including officers or other "extra" entities, but if those minor bugs can be overcome it would be great to see a combination mod like that on the workshop
Thank you! I really should have caught that but I was too fixated on the Skaven
Yes, thank you!
Sorry I wasnt playing with my game in English, I didnt know the right translation.
He means Hunter Marshal Empire Expedition
I have to double check on the Skaven later on, their officers are mostly imported from the previous Officers mod so off the top of my head I don't recall if their artillery or Skaven slave slingers had officers.
By master hunter faction, do you mean Clan Eshin?
For master hunter faction only a few troops have it. Or they had others positions too?
For Wood Elfs appears normal.
Thanks for playtesting! The Skaven officers should be towards the back (as they'd rather see their underlings die than themselves) but if they can't be found there, it means the changes Radious makes overwrite the changes this mod makes. Even if the High Elves have their officers, I'd be concerned for changes to intended battle balance if Radious makes such changes for them.
It seems that almost all units for high elfs appears one unit with an different outflit that appear to be the ''officer' of this unit but I didnt see any diffrence for skavens yet with radious