Hey all!
I am currently working on modding 1.5.1 for a new combat system. I would like to know if anyone out there would be interested in playing it when I am through. Should be just a couple weeks now. I really enjoy this mod, however after playing other mods, and warhammer itself for years now, I feel I could improve the combat for a more fun and "authentic" feel to the fighting. What I mean by this is changing up the units to reflect how they perform in the tabletop game/lore. The main reason it is difficult to simmulate is because there is no stat for "toughness" in total war. You can have hitpoints, which are great, but you cant really justify giving an orc 2 hit points and a man only 1, just because an orc is slightly tougher in the army book stats.
After playing the Barbarum mods, I thought there might be a way to portray this. By using a baseline hitpoint value of "2", instead of "1". This allows you to have a correct outcome from a fight between man vs orc, without giving the orcs too much armor or defense skill, because these are technically the armor and weapon skill from the table top game. So, taking the man and giving him 2 hp with sword, shield, armor or whatever, versus an orc with 3 hp and axe, chainmail, shield, you can achieve much closer results to what you'd expect!
Another thing I am working on is unit sizes and abilities, which are great at the moment, but I feel I could improve that as well. For example, halberds having the "phalanx" ability removed, but increasing the unit size slightly, and giving them an attack value that represents the bonus they would get in game by carrying a halberd. ie a larger attack than spearmem, only slightly higher than swordsmen. This is to show that just like in the table top, a halberd will take down tougher foes than a hand weapon or spear (but at the cost of some defensive ability).
Most of the values I have changed so far are very small moves, just tweaked enough to show the difference. But its a fun difference and really gives you a choice on what types of troops fit your style of battle!
Unit experience also slightly tweaked from in vanilla, because you can pump out troops with sliver chevrons like mad. I am an extreme roleplayer and I like the process of using a unit in battles and "leveling them up" to make them like true veterans of many campaigns. I will remove barrack experience bonuses from all factions, except for maybe the top level barracks giving one chevron. This really puts alot of value to your Veteran troops because they become superior to anything you can produce. (ie Legio Averheim XI Heavy Halberds have become some mean fighters! ;P)
The last thing i'll list here (but not the last i'll be tweaking) is Siege battles. As the attacker, I could hardly lose a siege fight. It was not a challenge to take the walls, mostly because of AI limitations. After playing the mod Thera, I noticed how much funner and challenging the siege fights were because the towers were much better at defending than in vanilla kingdoms/most mods. On the Defensive side, as of now it is pretty much impossible to defend a town/castle against 2 or more stacks from the AI. and EVERY scripted attack is 2 stacks in CoW. Having stronger wall defenses actually gives you a chance to fight off larger armies, and opens up a whole new tactical strategy when playing as the defender. (Historically in medieval warfare you would need a sieging force around 4 times the size of the defenders to be effective!) I cannot tell you how much more fun I am having in siege fights now. They are much more exciting, and epic.
These are a few things I am working on, there are some others as well and I wont spoil it all. Most changes are small, this is not a completely different game. I am only changing text in files, no skins or animations. But if anyone out there would like me to post it for a new experience, I will. Just let me know what you guys think!
-GreatSword




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