全面战争:战锤3

全面战争:战锤3

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Elites and Tweaks: A Compilation Mod
   
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compilation
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3.714 MB
2022 年 9 月 29 日 下午 2:17
9 月 5 日 上午 6:00
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Elites and Tweaks: A Compilation Mod

描述
Elites and Tweaks: A Compilation Mod
A vanilla+ mod compilation that consolidates a bunch of my preferred changes into a single handy package.


What?
Elites and Tweaks complies a whole bunch of personal preferences which I guess I'll list here in no particular order:

Resized Units:
Lords and Heroes have been re-sized along with the inexplicably chonky Kislevites & (most of) their bears.

Super Elites:
I really like the way the Aspiring Champion unit has been done and have used it as a reference point to mod other units in a similar manner i.e. reducing their size to better represent the fact that some of the creatures and peoples of the warhammer world are rare and wouldn't be able to be deployed in multiple company-sized formations.
    New Sizes:
  • Royal Hippogryph Knights (4)
  • Mournguls (4)
  • Grail Guardians (16)
  • Blood Knights (16)
  • Depth Guard (22)
  • Grail Knights (22)
  • Royal Pegasus Knights (22)
  • Hex Wriaths (22)
  • Cairn Wraiths (22)
  • Syreens (22)
  • Giant Slayers (40)

New Units:
There are a ton of great unit mods out there but, for me at least, a lot of them are campaign-specific and I don't always want them clogging up memory or being used (and misused) by the AI factions. There are a few gaps in the roster that I'll pretty much always want filled tho:
    New Units:
  • Noble Dreadspears*
  • Silver Helm Spearmen*
  • Foot Knights*
  • Skeleton Archers
  • Grave Guard Spears
  • Big 'Un Shields
  • Big 'Un Great Weapons
*These units were made specifically to address certain issues with garrisons which leads to...

Garrisons:
One thing I was annoyed by in TW2 was constantly running into rare units like White Lions or Grail Knights in every city and late-game town. These folks might be assigned to particularly important places or people but the sheer number of them beggared belief. I ended up making some reasonably tough generic units* and using them to replace most of the 'rare' garrisons where it seemed appropriate to do so. Surprisingly when I came to port this mod to TW3 the problem had already been solved to a large degree but I was halfway done by then so I pressed on.

The most substantial changes are to outposts which still saw frequent deployment of Chosen/Grail Knights etc, a lot of outposts now feature lesser elites + regulars.

Existing Unit Tweaks:
Some stuff just bothers me. I know it bothers other people too as I've seen mods addressing at least some of this already:
  • Capes for Chaos Chosen
  • Varied helmets for Druchii Executioners
  • HATE the weird black ark corsair collar thing - swapped a bunch out as best I could for other models
  • Eternal Guard felt weak for what was meant to be an elite unit so I buffed the ones with shields and then...
  • ... changed the tier 1 Eternal Guard to "Glade Guards with Spears" so the Welfs still have a basic melee unit
  • White Lions buffed a bit
  • Dwarf Hammerers too
  • Silverin Guards can only be recruited by whoever holds Tor Yvresse
  • Skeleton animations de-synced
  • Lance cavalry should have anti-large across the board now
  • Black Orcs seem to be as big as Big 'Uns and now benefit appropriately

    At this point I need to mention the fact that I'm really, REALLY not a fan of dual-wielding weapons unless it seems thematically appropriate so...

  • High Elf Rangers re-worked as a hybrid unit with an anti-large bow and dual-weapons removed
  • Black Ark Corsairs, Witch Elves and Shades now have a sword/dagger combo instead of just one or the other
  • Depth Guard have lost the dual axes and been re-equipped in the true pirate style with melee and pistol
  • Empire Arch Lector and Kislev Boyar have had dual weapons removed (wanted to replace Boyar axe with Boris-style glaive but ran into issues)

Why?
This package has a vanilla+ flavour and its mostly meant to compile all the stuff I know I'll want 'switched on' all the time so I'm not dealing with a bloated mod list.

A lot of this is just personal nit-picking but I'm sure my tastes aren't entirely unique so I hope y'all enjoy the mod. If you're wondering why you should choose this mod over, say, a bunch of individual mods that do the same thing then I'll say right off the bat - I make no claims about this being superior - you may well be better off getting your black orcs or re-sized kislev dudes elsewhere. The one thing I will say is that I've put a LOT of time into TW2 and I imagine TW3 might end up being my favourite game of all time, so I can loosely promise to keep this thing updated far into the future.

Feedback & bug reports are welcome as are any questions about customising the mod to your own tastes. If you have any lore-friendly changes that seem in-keeping with the vibe of this mod then feel free to mention it and if it's something that bugs me too (and it's within my skill to change) I'll consider adding it.

More?
Lost and the Damned 3 - Mortal Units for Vamps: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2866192052

When everything is special, nothing is special.
13 条留言
Crux2  [作者] 9 月 5 日 上午 6:03 
Updated - as usual let me know about any issues/bugs

WRT Syreens, they look ok on my end, 9/10 times in these situations it's a mod conflict so maybe try running this mod on its own and see if the problem persists.
Crux2  [作者] 6 月 30 日 上午 11:33 
Noted - I'll take a look when I update the mod for the last round of patches.
Crimson ReapeR 6 月 29 日 下午 12:53 
i know this probably wont be seen but why are the syreens so weak, didnt look at all the other units but the ones i did check have less numbers but very similar overall health to their vanilla counterparts, the syreens have lower numbers the same stats and a third of the health?
Crux2  [作者] 2024 年 6 月 3 日 上午 11:52 
Updated - issues / suggestions /feedback? Let me know.
Crux2  [作者] 2023 年 6 月 4 日 下午 10:58 
I'm not going to maintain multiple sub-mods but if you're willing to try a little RPFM editing it would be really simple to just delete everything in the mod apart from the rangers:

Open the mod with RPFM:
- delete every folder in the mod except for land_units_tables, main_units_tables & variant meshes
- delete the two c2_eat_new tables in the land/main folders
- open c2_eat_land_replacer and delete every unit except for wh2_dlc15_hef_inf_rangers_0
- do the same for c2_eat_main_replacer
- delete every file in the variant mesh folder except for hef_rangers.variantmeshdefinition
Save as a new mod in your main data folder and enable it with the launcher

Done!
UltraRanger 2023 年 6 月 4 日 下午 6:33 
Hi I love your High Elf Ranger rework could you consider making it standalone? Other changes are causing compatibility issue with my massive mod list
Crux2  [作者] 2023 年 4 月 15 日 上午 6:32 
Updated - still need to look at unit stats since the last patch changes some stuff but the mod should mostly work as before
Crux2  [作者] 2023 年 4 月 12 日 上午 10:19 
I'll be back into TW3 after the Chaos Dwarfs DLC drops so if there are any current issues let me know and I'll address it. Far as I know it's working fine atm.
Zach 2023 年 4 月 11 日 下午 3:31 
just found this, i really like the sounds of this mod! should i wait for an update or will this work okay on the current version in its current state?
TBR77 2022 年 12 月 12 日 下午 6:40 
Thanks. Appreciated!