Warhammer Fantasy RC
- EDU balanced by sytem based on Point Blanks RC 2.0
- Units separated by four tiers of quality and 3 tiers of sub quality to create a distinction in power
- Difrent unit sizes depending on tier and quality
- General units strenghten enough so they can fight on the front lines insted of standing bahind the army
- Faction/Race bonuses and penalties
- Warhammer Army Book rules and special abilitys translated to bonuses/penalties
- Weapon and off hand power for systematic power balance
Warhammer Fantasy RC is a mod for Rage of Dark Gods/Call of Warhammer 1.5.1.
Goal of this mod is to create a fantasy Warhammer fealing.There is no rules like helberds beat cavalry,cavalry beats archers,archers beat light infantry...
Units are separated into tiers of quality based on Warhammer army books.To brake the conventional battle fealing and allow fantsy to happen.
Chaos Knights will not be destroyed by pikemen,Chaos Warriors will kill 2-3 empire core regiments.So does this mean Chaos will be OP?No,there will be NO OP units only bad matchups.Each human played faction will have enough strength in its roster to prevail strategicly.Battles will revolve around unit tiers more then on their type.So to exel in battle you will need to figure how to best use unit tiers to your advantage.You can send your Warrpriests to fight tier four skeletons while your tier four unit breafly blocks Blood Dragons allowing your tier one Knights to kill them,if role of Warrpriests and tier four empire core was changed.Warrpriests would take dmg from Blood Dragons and tier four core would take dmg from tier four skeletons,thus resulting in more casulties.So basicly the goal of this mod is not what most people call balance its fantasy...
You can find all information and tables for this mod in notepad version here:Warhammer Fantasy RC.txt
In this mod I use new method for weapon dmg/defense and shield/defense called weapon power.Its a fixed number for both one hand and two hand weapons as is for shields.The goeal is to create balanced power distribution.One hand weapon power is 8,off hand/shield is 7 and 15 for two handed weapons.I am using RC 2.0 unit quality combat bonuses/penalties, but in future I plan to acomplish this by not penalties only lower weaon power.Also I plan to conect defense potential to skill of a unit.
Range units are separated in 2 categories:skirmishers and missile just as is in RC 2.0.Skirmishers have bonus range dmg per tier of quality and melee at same quality as they range on.Missile units recive bonus 50 to their range,5 more ammunition and they melee at one quality less then they range on.This is done to represent the difrent fighting styles.I wanted to bring more focus to gun units increasing their potency,becouse even in Warhammer buletts kill everything.I might have made them to potent but so far I like how strong they are.
I have removed AP,again to get more balanced power distribution and avoid wierd cases.I added area ability to bows,axes and jevelin.Bp ability to guns,pistols,crossbow and jevelin making them more deadly but also kinda realistic.Mount speed and mass was calculated using values from army books.
I havent figured yet how would be best to handle armor and difrent lvls of protection based on Warhammer armor craft so far.So I made a scaling bonus to armor depending on tier and quality until I figure the best way to handle armor.I also havent been adding armor bonus for barding exept a bonus of 2 armor for certain mounts that provide aditional bonus to rider acording to army books.Also I added special "armors" for no armor wearing units that in Warhammer universe need to be very strong.I have so many plans on how to handle armor atm that I have no idea what would be best.Tought that I might conect it somehow to weapon power and create armor power that will scale perfectly and achive that balanced power distribution.Also was thinking of just calculating mathematicly armor values depending on tier and lately I just tought of making things up lol.Conecting metalurgy technics we know of with made up technics that "ARE USED" in Warhammer universe hehe.
This is still work in progress with alot of things yet to do,but at least its playable now so I decided to share.I will be updateing this mod as my work on it progresses.All sugestions are apreciated.Recruitament and training will come soon,culture requirement for unit producing not so soon same as animations and new leaders/heroes I want to intradoce insted of generals.New replanisment times,all units recruitable exept mages,stronger walls and new missile values will come soonish to.Also I have been changing so much since I started this mod,that I might change alot of things and I will be updating these to.
Installation is quite simple:Copy the files in your data folder and click replace.
If you are using Kahvis Mercs download:Kahvis Mercs WF RC insted
Something like this: Program Files (x86)\SEGA\Medieval II Total War\mods\Rage_of_dark_Gods\data
Enjoy!