Total War: WARHAMMER II

Total War: WARHAMMER II

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Consistent Fatigue
   
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29 apr, 2023 @ 13:37
10 sep, 2024 @ 6:17
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Consistent Fatigue

I 2 samlingar av mr.napop
Immersion, realism and logic
397 artiklar
Battle Dynamics
14 artiklar
Beskrivning
Updates- Running moved to mild activity category, fatigue effect on speed is halved.

Aim: Making unit fatigue time, action “cost” and effects consistent, logical, easier to remember and fun.

Method: Standardized thresholds and effects in “kv_fatigue” and “unit_fatigue_effects” tables:

Thresholds – same interval between all thresholds, so time taken between thresholds is identical, unlike vanilla which seems arbitrary. Max value is set to twice exhausted threshold value, meaning that after becoming exhausted, units will continue to gain fatigue points and will not recover as quickly. Let them rest as soon as they become exhausted.

Actions - Divided into three simplified categories:

- Intense, mild, and chill.

Adjusted the action values so each action category meets the standard threshold by a rounded time in seconds: 30, 60 or 120 seconds.

Effects – Standardized to 10% decrease per threshold, and 50% at exhausted. Armour excluded of course. Exhausted troops will perform very poorly.

Vanilla values for comparison[totalwarwarhammer.fandom.com].

*I couldn’t figure out the “gradient” values, as they don’t seem to affect fatigue or speed. If anyone knows what they do or how they work, please let me know.

Recommended to play with my collection which addresses other battle aspects of the game.

Any comment/insight/request/bug is HIGHLY appreciated and welcome.

Populära diskussioner Visa alla (1)
1
4 jun, 2023 @ 10:04
♥♥♥♥ pics goes here?
Chevychev
9 kommentarer
FailSafe 10 aug, 2024 @ 10:09 
to be fair you can keep them mild if you made mild 450 instead of 300, matching with vanilla cav exhaustion, so infantry get a nerf but cav are as vanilla
FailSafe 10 aug, 2024 @ 10:08 
no problem, happy to provide feedback :)
mr.napop  [skapare] 10 aug, 2024 @ 9:44 
Hey friend, the reason was that it was intense at first, I wanted it to still have an impact but perhaps chill would fit better to allow more action based fatigued rather than movement based.

I don't think it's that of a disadvantage for cavalry though, as heavy cavalry are generally shock cavalry which engages head on and light flanking cavalry move about quicker.

Ill double check the time it takes for the AI to cover the initial deployment space and reconsider.

Thanks!
FailSafe 10 aug, 2024 @ 7:45 
it also gives cavalry a massive disadvantage, as they do a LOT more running than other units, even though infantry have been 'nerfed' more overall.

generally I'm finding in testing that cavalry suffers more than others from this mod as it currently stands, which is a shame because its overall goal and performance for other units seems great so far!
FailSafe 10 aug, 2024 @ 3:57 
is there a reason you moved running to mild and not chill if AI use it constantly? feels like they'll just wear themselves out still twice as fast as usual, while the player can use walking to preserve energy more sensibly :)

Other than that, I like it!
mr.napop  [skapare] 22 okt, 2023 @ 4:10 
You're right, i'v addressed this issue in my other "Deadly Attack Dynamics" mod, but after some more testing I reverted this change back so shooting is as tiring as combat.
Sandboxhead 21 okt, 2023 @ 17:50 
A word of caution on making shooting less tiring: WH2 meta already favors range units over melee units. You are buffing range units even more by making shooting easy for them.
mr.napop  [skapare] 15 jul, 2023 @ 14:48 
Hey man, you should play it the same, with a bit more care to the fatigue values as they hamper the units more, keeping some units in reserve. also perfect fatigue units are much more valuable. since all fighting values are 50% when exhausted, fresh low tier units can win or at list stand against high tier units, and exhausted engagements will last longer.

I haven't changed the AI, but one of the reasons for the running moved to mild is because AI normally runs all the time and exhaust themselves. they're not programmed to walk that muchI think (though it works the same in vanilla game). I know only how to change AI roles assigment in the Land_Units table, not code it anew according to this mod.
Kharn the Bloody 15 jul, 2023 @ 4:52 
Updates- Shooting and Running moved to mild activity category, fatigue effect on speed is halved.

I understand the basic concept. In layman's terms, how exactly does all of the above effect how we should play with this mod? And I'm assuming this mod effects Ai opponents as well? This mod won't end up hobbling Ai since they're only programmed to fight in a certain manner less your mod.

Thanks!