Total War: WARHAMMER

Total War: WARHAMMER

Unit Size Expansions - Towers, Special Units, Lords/Heroes - 150%
25 Comments
钉子户外 2 Sep, 2017 @ 1:49am 
这mod是不是只对玩家产生效果
Railgun  [author] 23 Aug, 2017 @ 5:35pm 
*Updated for Norsca Hotfix 8.1*
花香落时寒 18 Aug, 2017 @ 10:55pm 
Excellent for using!
Railgun  [author] 14 Aug, 2017 @ 8:32am 
*Has been updated for Norsca*
Railgun  [author] 11 Aug, 2017 @ 11:14am 
Update News :
One day of modding for nothing, the last update have just overwrite my file with the old version before I upload the new version, sad...
So the update will comes probably tomorrow instead of today.
revolverclassic 10 Aug, 2017 @ 12:14pm 
@Railgun. Yeah I think it was a conflict with Steel Faith. It seemed to be the only conflict between the two. Thanks
Railgun  [author] 25 Jul, 2017 @ 3:20pm 
@Evocatii
Hum, which mods have you ?
I tried and its seems to be fine on my game, its sounds like a conflict with another mod. My mods are not compatible with complete overhauls.
revolverclassic 25 Jul, 2017 @ 2:08pm 
Im having a glitch where the Pestilence Warhounds have 101,000 hitpoints instead of 11,000 hitpoints. Makes destroying those buggers a full time job..
Wogrim 8 Apr, 2017 @ 1:10pm 
You know a mod as the one the who works? that crash in the load for this type of mod

I use radious
Railgun  [author] 29 Mar, 2017 @ 3:51am 
@[VS]Havoc
Yes I agree for double units sizes.
Thank you very much for your complete and constructive comments, I think if I need help it would be mainly to test otherwise it would be ok because I must enter the values anyway.

However, I can't try nothing currently because I make too many things and I don't find the time, I will probably watch when I come back to Total War, do not hesitate to make your own submods if you want, and give me your link if you want that I add it on the collection. :)

Sorry to answer you so late, and for my English.
I really appreciate your comments, I need more feedback like these.
[Necropossum]ArenLeMortel 22 Mar, 2017 @ 5:23am 
@Railgun Hi! I wrote those 3 posts from Adams account.

This I will write in several posts too...
I'm very sorry for this posts spam. I just hope that this information can be useful

Just wanted to say, if I can somehow help with the mod development, please do not hesitate to ask!
For example as soon as i take the computer out of repair, i can calculate the health and ammunition(or weapon damage) values for all units
by myself and send to you.

About shorter fights:
Yes, really, the damage will be done much faster by my balancing method...
There is a bit harder way. Reduce the damage of the renge and melle weapons for scaled units instead of ammunition capacity...

This should leave the speed of the battle the same, but tests are required ... I do not know how bonuses will work (charge for example).
But if bonuses are calculated as a percentage, this should be the best way.
[Necropossum]ArenLeMortel 22 Mar, 2017 @ 5:22am 
And some information about Vanila balancing i have found:
Old Total war games did not have a 1 men units or damage abilities(only stats buffs and debuffs).
So the change in the number of people or artillery in percents (without stats change) had no effect on the balance
(except for increasing / decreasing the time of battles),
all units had more (or less) health and damage, depending on scale settings.
[Necropossum]ArenLeMortel 22 Mar, 2017 @ 5:22am 

But in the Warhammer should be damage\ammunition scaler for 1 men units and abilities... But there is only health scaler...
For giants it works fine, for luminark or witch hunter dont. So every scale satting except large are unbalanced
(In proof of that large scale are only balanced is the fact that the rating multiplayer matches have large scale by default
(And the words of the developers that they balanced the game for large settings(Now I can not find a link to this)))
(To proof of that other scale settings are unbalanced, enough to try luminark against giant on min and ultra settings
(or try spirit leech or fate of buna on min and ultra scale settings).
If they were balanced, the damage would be the same everywhere... but it is not...
[Necropossum]ArenLeMortel 22 Mar, 2017 @ 5:20am 
My personal advice, increase large scale by x2... Would completely leave the old balance(unbalance) at all scale settings,
it's easier to calculate, and will not leave any inconsistencies as in my examples with a 50% increasion...

Sorry for my english. And thanks for your answer!
Railgun  [author] 18 Mar, 2017 @ 3:53pm 
@Adam
Hey, thank you very much for your feedback, you are awesome ! :D
I think it's a very interesting way to balance, I will go on this way to see where I can go like this but one thing that can disturb me is to make shorter fights maybe.

As soon as I've the strength and a little time I will try these tweaks and maybe upload a beta external file in a first time.

I'll be taking also a little time to see in details how the unit values are changed on vanilla between the different size settings.

I'm very interested of how I can keep close to vanilla balance while increasing the size of the units easily, so thank you again for your ideas and feedback. ;)
I will try to test and upload a version like this quickly but I don't guarantee anything at this time yet (It will surely take a little time).
taco bell 18 Mar, 2017 @ 6:11am 
@Railgun Hi!!! It's [VS]Havoc, writing froms friends computer (my in repair).
Sorry, but I'll write in 3 posts... Limits on letters

A fan of your work!))) Lord of the ring movies sucks comparing battles that i see, thanks to you))))

I have a proposal for a balance of your mod... In fact, it is not very balanced.
At first I wanted to offer to increase range damage for lords and heroes, the amount of ammunition for arachnarok and the damage for gyrobombers
but there is still a problem with damage spells and abilities.. For example gyrobombers bomb abilitie deal much less damage campering to vanilla balancing.
And in this area there is already too much work and it will easily get confused and miss something.
But i think i know a "simpler" solution to problems with balance...
But this will require a complete rework... My duty is to make suggestion)))
taco bell 18 Mar, 2017 @ 6:09am 
The essence of the problem in the health of man(HOM) in unit, then more men then more health in unit (For example
vanila unit health = 4000| mod unit health = 6000, and the spell that deals 1000 DMG in mod much less effective).
But in theory if decrease HOM in unit keeps the balance almost same as vanila

Example: Vanila unit szie = 100, Vanila unit health = 4000, Vanila HOM = 40. mod = 150 / 4000 = mod HOM = 26.6666 and mod also turns out 4000 unit health.

This in theory solves the problem with unit health and unit melee damage, without changes 1 men units. But there is still a problem with ranged
damage for range units with an increased man size, because of ammunition per men(APM) or artillery.
I suggest decrease APM, to vanila unit ammunition.
taco bell 18 Mar, 2017 @ 6:09am 

Example:
Vanila unit szie = 100, Vanila APM = 23, Vanila unit ammunition = 2300
Mod = (100 * 23) / 150(Mod unit size) = 15.3 Round+ = mod APM = 16 | Mod unit ammunition = 2400
(Given that the line of sight will be more then vanila there will be more obstacles, a small discrepancy i think is permissible)

I think this method of balancing does not require any additional changes, and make battles more massive and gore))


Thank you for your work!!! Sorry for my english) and... BLOOD FOR THE BLOOD GOD!!!
379951771 3 Mar, 2017 @ 5:36am 
I hope to double unit size~
Railgun  [author] 1 Mar, 2017 @ 7:13am 
;)
Feel free to leave me a feedback if you want help me to balance.
Any suggestions are welcomed.

I will probably add the squig explosion to increased damages soon.
[Necropossum]ArenLeMortel 1 Mar, 2017 @ 6:18am 
Thanks!))
jungda4826 28 Feb, 2017 @ 5:41pm 
thanks!!
Railgun  [author] 28 Feb, 2017 @ 2:47pm 
New Update :
DM/AP are now increased for Luminark of Hysh and Templehof Luminark instead of their life.
The Explosion damage and Explosion damage AP of defense towers, Luminarks and Hellcannons are now also increase (to test) .
Railgun  [author] 28 Feb, 2017 @ 2:01pm 
@[VS]Havoc
Yes effectively, I made this when I did the first version because I had not found the value to be modified, but now I know what I need to change.
So I will change for the damages instead of life this night, thank you.
[Necropossum]ArenLeMortel 28 Feb, 2017 @ 1:24pm 
Hi! why Luminarc damage wasn't increased like hellcanon? Luminarc isn't good in melee...