Total War: WARHAMMER

Total War: WARHAMMER

Animated Combat Mod
293 Comments
kostaskladianos 4 Dec, 2020 @ 9:38pm 
Make one for TW2.
rekon789 28 Apr, 2020 @ 6:26am 
Is there anything like this in tww2?
Wresdan  [author] 28 Sep, 2017 @ 5:32pm 
I honestly don't know if I will do this for TWWII, I haven't used it myself for a long time and while I love how cinematic it is I much prefer slower gameplay.
Kalae 5 Sep, 2017 @ 3:53pm 
If you can make the units swarm like in brutal battles i take it forever.
Markliuz Da Jesterly 5 Sep, 2017 @ 3:34am 
Would it be possible to make this compatible with brutal battles mod?
aramis_55 20 Aug, 2017 @ 5:23am 
Is it steel faith combatible??
Wresdan  [author] 17 Aug, 2017 @ 5:10pm 
@Parti Battle speed is, I believe, around Vanilla or slightly slower. To compensate for the higher attack speed I lowered the hit chances of all units.
Parti 17 Aug, 2017 @ 12:21pm 
So is this mod affects battle speed...?
I mean 2x attack speed = 2x DPS ?
Wresdan  [author] 15 Aug, 2017 @ 1:04am 
@Cody712 No sorry, it alters individual units attack speed values in the tables so any custom units aren't affected by the move speed, fire arc or attack speed of this mod, you have to do them in addition.
Wresdan  [author] 15 Aug, 2017 @ 1:03am 
Ok hopefully that's now working again. I don't understand this system at all. I make changes, I upload new file, a day later the system overwrites the files I have on my system with previous versions from the server ad I have to redo them. Fortunately I've got good at saving copies of each version but god is it getting tiring that there are upload issues every single time!
Cody 14 Aug, 2017 @ 2:47pm 
So it doesnt work for custom units?
White Chocolate 13 Aug, 2017 @ 12:28pm 
I have the correct battle entities and melee weapons entries with the vanilla move file, but not with this one (which I'd prefer to use), I've tried deleting and resubbing a few times but no luck. Regardless, thanks for your work
Wresdan  [author] 11 Aug, 2017 @ 7:20pm 
Ok folks, update should be done. If you have any issues let me know. If you do and happen to have pfm, check that battle_entities/melee_weapons have just one entry now called Ara_data_core_all. If you have anything else it hasn't updated properly. Enjoy.
Archemyre 11 Aug, 2017 @ 11:12am 
Good! I can hardly play without this anymore, gotten too used to it. :p
Wresdan  [author] 11 Aug, 2017 @ 4:29am 
Hey folks, I'm sure there are some waiting for an update. I'm busy as hell right now but will try and get to this in the next day or so. Hopefull it won't take too long, it depends really on how much messing around CA made with their tables this time. Thanks for you patience!
Muppet 22 Jul, 2017 @ 3:25am 
This might just be my new favorite mod for WH. It really makes the battles so much more fun to look at. Thanks Ara.
Roadblock 16 Jul, 2017 @ 2:06am 
Cool. Thanks for the detailed response Ara, much obliged. Also I want to thank you again for making this and sharing it with us. Cheers!
ExPR 15 Jul, 2017 @ 10:45pm 
Can you make a version that the battle would last around 15-25 mins? I used the proper combat mod but didn't like it because of how the infantry rout so easily.
Wresdan  [author] 15 Jul, 2017 @ 1:20pm 
It's hard to say with Steel Faith what the impact would be. In theory it doesn't actually alter balance since every unit (apart from the new SFO added ones) get the same bonus but what it would do is speed up combat since everyone hits twice s often. The balance might also shift between ranged and melee since melee wouldn't last as long giving ranged units less time to pepper enemies. Having said that I find the WE crazy overpowered in SFO, I washed the map in about 70 turns on hard with them.
I'm pretty sure SFO also alters the hit chance parameters but this mod is named with an @ symbol to keep it early in the load order to give it priority so I would guess this mod takes precedence there, which may mess with other SFO settings in the various KV files such as morale and fatigue settings. Again they are universal so if you like how this mod makes units work it's not a huge deal you just wouldn't be using SFO numbers any more.
Roadblock 15 Jul, 2017 @ 2:04am 
Ara, what are your thoughts on using this with Steel Faith? Cause it does work with it; no crashing and you can visually see it.

Of course though I know the balance is off. But by how much of a degree do you think? Enough that it would be flat out incompatible?
thaygiaomap2000 6 Jul, 2017 @ 1:50am 
thank , i chance all thí column to 2 , with brutal battle mod now battle is awesome .
Wresdan  [author] 5 Jul, 2017 @ 4:20pm 
Sure, the field is called melee_attack_interval and I reduced the value by 50% s for a basic man sized unit it goes from 3.8 to 1.9. Remember this makes the units attack twice as fast so all damage effectively doubles if that's the only field you change. Good luck!!
thaygiaomap2000 5 Jul, 2017 @ 12:31am 
hi Ara , can you tell me what column you chance in melee weapon table ? i use radious mod and it conflict with your mod . please tell me what number need to chace , and what new value you write , so i can modify radious mod myself . thank for great mod , and sorry for my bad english :-(
Wresdan  [author] 27 Jun, 2017 @ 4:19pm 
@gleen Hey mate. It depends what you are looking for. This mid specifically makes units animate more often, I wanted to record some footage a while ago and it pained me that all the soldiers spent so much time waiting to swing, so I made this. I counteracted the speed increase by lowering the hit chance. If all you want is for battles to last longer in SFO simply grab the melee-weapons table and increase the attack delay. Standard is 3.4, this mod is 1.7, so you could go up by say 50% to 5.1 standard. Thats 5 seconds between swings for each model. Watching the fights would be horrible IMO but from a tactics point of view it would slow everything down with the simplest of alterations.
Gleen Cross 27 Jun, 2017 @ 2:07pm 
Hello there Ara =) I also want more slower battles on SFO and I came up here.. But, as I though, your mod has compatibility issues... So, to rework this, it's not easier to just diminish the speed of every unit in the game? On a quantifiable way, everything, melee, archers, horses, etc.. Everybody has a decrese of 20% in their speed values. Maybe that can "fix" this issue. So, how about a submod for SFO? If anybody here is interested, we can maybe work on something. After all, if the only modification is to pick up an already existent table and only alter the speed on a quatifiable way, in theory this should be easy.
௵Pailerr The DCS 27 Jun, 2017 @ 12:14pm 
http://steamproxy.net/sharedfiles/filedetails/?id=691625850 like this? I've been asking some modders to able to update it but all wasnt same things to match with his chaoic battles without formation lines.
Wresdan  [author] 26 Jun, 2017 @ 10:06pm 
@Uber Knight I've also been using SFO recently and think they have a good handle on battle balance (apart from WE who are crazy OP) and doubling all the attack speeds would potentially really mess this up. Due to the way the game is set up there are three base ways to slow down combat. Unit hit points (messy and breaks balance), less animations (the opposite of this) and lower hit chance (both SFO and this mod use this method). I think I'm pretty close to the limit for balance issues regarding hit chance, and SFO probably is too, so it could be tough to combine them if you still want the slower battles. Not saying it can't be done, just might take more work in balancing than I have the desire to do right now, I'm pretty modded out.

As always anyone who wants to dive into this mod or use it or any ideas from it as a base for their own are more than welcome.
Wresdan  [author] 26 Jun, 2017 @ 10:06pm 
@Pailerr I might be able to since there are mods out there that do the opposite but I've not considered it. If something like that was possible it would be good to add to certain races or units and not cover all. I would talk to someone who has made a mod using this sort of behavior system already, there are a few out there.
Uberknight72 26 Jun, 2017 @ 6:23pm 
So after reading the minor incompatibilities with overhauls like SFO (Which I run) and radious. Would you ever consider digging into the two and making a compatibility patch to get their custom units to have the increased combat animations? Of course with the modern permission if neccesary. Maybe even talking them into fully integrating this mod into theirs if you are interested?
௵Pailerr The DCS 10 Jun, 2017 @ 12:03pm 
super random question but you are a decent modder, Are you able make the soldiers to fight more chaotic and without restraint, not caring much about holding the line and formations? Likes ur mod!
Wresdan  [author] 31 May, 2017 @ 9:06pm 
It affects attack speed and walking speed and also has a little work done to vigor loss and I think morale (maybe). It also has changes to hit chance. I have no idea which order you would need to fun this and SFO in to make this mods changes take priority to keep the balance, or maybe SFO slowing down battles themselves is enough to make it work fine with this.

If I remember right from playing SFO it also has some of it's own additional lore abiding units. These would not be modded by this mod so would be running around real fast and hitting at half the speed of everyone else. I honestly don't remember if I used this on my playthroughs or just used SFO's battle balance. As much as I love the look that this mod gives after nearly 400 hours of TWW I can't remember the last time I actually looked closely at units fighting during a battle...there just too much micro to do when you're actually trying to win and not just admire the pretty soon to be dead soldiers!!


Roadblock 31 May, 2017 @ 3:24pm 
So this mod is great. Thanks again for making this and sharing it with us Ara.

However has anyone really tested this out with SFO? I have been using it with SFO and it works. But I wonder how much it effects balance. This only increases attack rate right? No stats are manipulated? Cause if that's the case then I imagine it is fine.
Indiana Georg 9 May, 2017 @ 4:06pm 
i love this mod it feels more like "real" people fighting and its the closes thing i ever get to finishes from previous titels.
Wresdan  [author] 17 Apr, 2017 @ 3:22pm 
I've been running it alongside the half effect version of that mod for a long time, so yes as far as I am aware.
CapitaineYolo 17 Apr, 2017 @ 12:50pm 
Do you recon this is compatible with the Valuable Veterans Mod? It increases the Stat Boni from Veterancy.
Wresdan  [author] 27 Mar, 2017 @ 6:54pm 
@Avenger I modified all movement by a percentage so yes there is a little normalisation but not too much. There's a vanilla speed version if you prefer.

@Metztli I'm glad it doesn't crash but yes I would expect balance to be interesting, especially as I believe radious adds a lot of new units to the game which won't be modified by my mod. I can't imagine the mods working together very well unfortunately.
I have Radious and this mod and the game is not crashing or anything but I suspect that the balance values are totally wrong now ?
Avenger93 16 Mar, 2017 @ 3:08pm 
If I may make a small sugestion to the slower movement speed ideea: I agree with it in principle. but I noticed you normalized movement speed across races basicaly. So now dwarfs run just as fast as humans and as orcs. While black orcs who were ment to be shock charge infantry and were balanced to have higher movement speed are now some of the slowest bastards on the map making them preety much useless versus any army with more than 2 armor-piercing ranged units (CA is really bad at balancing ranged units in general but eh).

The feel of this is just ... well wrong. Dwarfs are ment to be slower than other races on account of them beeing ... stunty and having realy short legs. Anatomy ftw. Also cavalry has been slowed down too much IMO ... they just crawl across the map right now and fel like they are riding mules rather than warhorses.
Boomerwaffen 3 Mar, 2017 @ 8:56pm 
@Ara ok. Just for clarification, was not implying your mod has anything to do with Dwarf strength.
Was just wondering regarding the armour changes you wrote about.

Yeah who knows what is wrong this time. CA isnt exactly super transperant and has a habit of doing strange (bad) things and general mishaps.
QA seems lackluster imho.

Also the powercreep is really annoying. Bret units generally is just way too good. Even past the obvious ones (QK & FS).
I hope they do it to attract people to the game (Ohh come play (aka buy) TWW new Bret faction super fun beats everything!!!) instead of just pure inaptitude.

At least they (finally) ninja buffed Gelt in Campaign. Ofc forgot to put it in the patch notes though.
Since they are so bad to include things in their patchnotes perhaps they changed someting and forgot (or didnt want/care to include it) to include it in the patch notes, which suddenly makes Dwarfs beasts.


End rant
Rachel L 3 Mar, 2017 @ 7:43pm 
I know what kills dwarfs. Full stacks of arches with longer rangers (ahem, bretonnian archers with fire arrows due better ap)
Wresdan  [author] 3 Mar, 2017 @ 7:33pm 
@Cancle Maybe I misread something. But anyway it's not just this mod that's suffereing. Dorfs have had a major power boost in the game, though god knows why(or where), and are dominating in most games, vanilla and modded. There's nothing in giving everyone double the attacks and slightly lowering hit chance that should make the slightest difference to say dwarf vs orc in a matchup.
Rachel L 3 Mar, 2017 @ 7:10pm 
Lets try this mod. It should work well with the longer battle mods
Boomerwaffen 3 Mar, 2017 @ 5:36pm 
@Ara " the increase in armour and armour effectiveness in the CA patchnotes"
Just read the patchnotes (again) nd cant find anything to to with this statement (except buff on abilities relating to armour but nothing on amorour effectiveness or general increase).
What am I missing?
Wresdan  [author] 1 Mar, 2017 @ 12:24pm 
Ok very quick tests run. No abilities or items or mounts on any of these.

Vampire Lord defeated Dwarf Lord
Dwarf Lord defeated Bret Lord Easily
Dwarf Lord beat Chaos Lord (Chaos actually had more HP left but broke and ran)
Orc Warboss Killed Dwarf Lord in very close fight.

Apart from the Vampire the Dwarf is the most expensive and best equipped/stats of all these Lords. He has 120 armour and 66 defence at BASE...he is supposed to be very hard to hurt. But as shown he is far from unbeatable.

I have yet to play the game since OWE updates as I'm waiting on a couple of mods I can't bear to play without, but I think the tougher Lords is likely down to the increase in armour and armour effectiveness in the CA patchnotes. IMO Lords still have way too much HP anyway and the armies are all way too balanced...but thats personal taste.
Wresdan  [author] 1 Mar, 2017 @ 12:03pm 
@jassai That was a long time ago when the mod first started. Proper Combat these days is a full combat overhaul I believe. This mod simply includes a slight reduction in move speed and speeding up animations while lowering hit chance to compensate. I also know at least one streamer who runs both concurrently and has no issues.

@eb3 This mod doesn't alter damage in any way. I'll have a look but I think it's more likely that he changes CA made to armor and combat might be the main cause for that.
S 1 Mar, 2017 @ 11:38am 
They do take damage, but it is very minor. Dwarves are so op with this mod. Please check it out.
S 1 Mar, 2017 @ 11:34am 
There is something about this mod that makes DWARFS ridiculously overpowered. It's crazy. The heroes do not take any damage.
Archibaldkin 1 Mar, 2017 @ 10:30am 
I read you took inspiration from proper combat. Well, what are the main differences between these two? (and I don't think they can run together, right?)
Archemyre 28 Feb, 2017 @ 9:19pm 
Thanks for dealing with all of this mess in a timely fashion! You modders put up with a lot of shit.
Wresdan  [author] 28 Feb, 2017 @ 3:13pm 
Weirdest bug ever...one table out of 5 just doesn't like my name...well at least it's working again.