Alrighty, been gone for a long time, but I now have a new and improved version which I really like.
Changes:
Empire:
-Halberdiers have armor-piercing which makes them even more useful and will likely last a lot longer and can go toe to toe with heavier units
-Greatswords no longer have armor piercing. Made them too strong, so I reverted them back to their vanilla stats.
-Greatswords Bodyguards on the other hand have locked morale and armor piercing, but their numbers have been lowered.
-All imperial factions have access to Empire Mounted Swordsmen in custom battles. I found out there were skins for each faction so I thought why not? (In my own personal game they are recruitable too, I'll also upload the file to let you do that too)
-Special Hangunners, like Witch Hunters and such, have platoon firing, but with their small unit sizes it makes sense. Still useful though!
-Almost all heavy cav have armor piercing (we'll just say AP from now on lol) now. Makes them more deadly and similar in feel to Stainless Steel's cav (note: I did this for other factions' heavy cav too)
-Adjusted damage stats on Handgunners to actually make them useful in combat. Finally they can get a few kills before the enemy closes in. Also lowered some units' numbers to make up for their increased damage.
-Almost all ranged units can lay down stakes.
-Gave almost all Spearmen Spear Wall instead of Shield Wall. Makes them more useful and you'll feel more at ease trusting your cities' defense to them. Ostland Spearmen glitch should be fixed as they can no longer spear wall since it was causing glitches and probably crashing.
-Adjusted almost all of the Halberdier units' stats to give them a niche. For example: Averland Halberdiers have increased armor, but lowered defense, while Helhunten's Redeemers have higher damage, but lower armor, acting similar to a Forlorn Hope.
-I really like Halberdiers I'm sorry.
Beastmen
-Increased all of their numbers! Hooray! More of them to kill! They definitely pose more of a challenge than they used to.
-Lowered Minotaur stats across the board. Still can wipe out a unit with ease, but will still die a lot easier than vanilla (Did the same with all Monstrous Creatures like them)
Chaos
-Tried to give some variety and adjusted the different Chaos God Marauders to have traits based on their god, Khornate Marauders have highest damage, Slaanesh are hardest to hit, Nurgle can tank, and Tzeentch are fast.
-Did the same to other high ranking chaos units to give them a bit more of a niche.
Orks
-More of them per unit!
-Not only that, but their cost has been reduced. More WAAAGH for those that like them and more to kill for those that don't
Dwarves
-Thunderers are hands down the best Handgunners in the game. Not only are they really tough, but their shots can now pass through enemies and hit others behind them! Have the smallest unit size.
-Other than that, Dwarves are pretty awesome as they are.
Spookies
-Increased unit size on all Skellingtons, but lowered cost, attack and defense stats across the board a little bit.
-Did the exact opposite for Wraiths, Vampires and the like. Blood Dragons are even scarier in single combat, but their reduced size balances them somewhat.
Didn't really touch Elves, DEldar, Goblins or Chaos Dorfs, but I may in the future.
Continue to post any comments, questions, and criticism you may have, and I hope you enjoy!