全面战争:战锤3

全面战争:战锤3

209 个评价
Brutal Battles 3
3
3
4
2
2
2
   
奖励
收藏
已收藏
取消收藏
battle
标签: mod
文件大小
发表于
更新日期
1.436 MB
2024 年 8 月 12 日 下午 5:07
10 月 16 日 上午 1:29
41 项改动说明 ( 查看 )

订阅以下载
Brutal Battles 3

在 Casualfield 的 1 个合集中
WH3 Mods
53 件物品
描述
Brutal Battles 3, like it's predecessor, improves the look, feel and realistic expectation of battles. Expect heavy losses in every battle!
Spears & Halberds devastate cavalry charges, while infantry also take meaningful casualties.
Charging units are more fierce, charging cavalry is very impactful.
Large heavy units like cavalry can push through infantry more easily.
More contact happens and surrounded units quickly meet their maker.
Units become weaker as fatigue increases.
Morale, leadership and terrain are important and need to be considered.
Magic, artillery and projectiles annihilate densely packed units.

What it Does
  • Armor RNG removed, 100 Armor = 100% Damage Reduction. (kv rules) Re-Enable
  • Units are now closer together and organized. (unit spacing) Revert
  • Units mass has been standardized based on size and increased for larger units. (battle entities)
  • Infantry have smaller hit boxes. (battle entities)
  • Infantry obstructs ranged units vision less. (kv rules)
  • Ranged units will fire unless 40% of the unit is obstructed (kv rules)
  • Impact damage is far more effective. (kv rules)
  • Bracing is less effective. (kv rules)
  • Charge reflection is more effective. (kv rules)
  • Charging is more effective. (kv rules)
  • Charge Bonus lasts 20 seconds instead of 13. (kv rules)
  • Wounds for single entities has been lowered to a -5% debuff.
  • Fixes morale & leadership issues, units now act consistently. (kv morale)
  • As Fatigue increases, stats like armor decrease. (kv fatigue)
  • Terrain now effects units and needs to be considered. (ground type stat effects)
    Full list of Changes in the Discussion tab or click here

Mod Compatibility
  • Mods that rely on custom or unaltered battle_entities ❌ (Like custom gore)
  • SFO/Radious ⚠️ (Two overhauls don't work together...)
  • Mods that change the same values⚠️(1st file loaded* will work, the others ignored)
  • Mods that have custom unit spacing⚠️(Won't be affected by unit spacing changes)
  • Mods that have custom battle entities⚠️(Won't be affected by battle entities changes)

    *These changes are based on the name of the tables that are inside the pack file, not the pack file name itself and completely ignore load order. My table names are !!cfb, in order for my changes to be ignored, the new tables name would need to start with three exclamation marks !!!cfb or have the exact same name but have three exclamation marks in the pack file name and load first.

Inspired by the Brutal Battles 2 mod from WH2 by Boo!.

Enjoy the mod? Rate it up so others can also enjoy it!

For those who want to gift me a coffee PayPalMe[www.paypal.com]
热门讨论 查看全部(4)
2
3 月 16 日 下午 11:49
unit_fatigue_effects_tables
Casualfield
0
3 月 16 日 上午 10:52
_kv_fatigue_tables changes
Casualfield
0
3 月 3 日 上午 9:44
_kv_morale_tables changes
Casualfield
300 条留言
Casualfield  [作者] 10 月 21 日 上午 9:38 
I'll look into the speed terrain stuff, I never fight in settlements so I assume that has never happened before? I've seen units get left behind if they get stuck in terrain or blocked by enemy units.

That's just CA's god tier map making skills. They set what the terrain is when they make the map, can't do anything about it, we cannot edit the battle maps, I'd be all over it if we could. You will see much grass without seeing much grass.
sarumanthecursed 10 月 20 日 上午 10:21 
Love the update!

Combat isn’t so yeetus-deletus anymore, it has balanced out the cav issue abit too.

Only concerns:

Speed terrain debuffs can be harsh in settlements, making unit models disconnect oddly (6 archers on wall while rest of unit is halfway across the world, or some odd shuffle blobs)

Also, some maps will have stone road in a cathay fort, but hovered over says “Grass” when it is visibly stone road
Casualfield  [作者] 10 月 13 日 下午 7:37 
Updated. Major changes are:

Added terrain stat effects and tool tips in battle. Example: Mud, it now reduces the combat efficiency of small units. Small units standing in mud will take a leadership hit as well and other stat debuffs which the tool tip will show you when hovering over the ground with a certain unit type selected.

Leadership changes: Units will now fight longer before routing via total damage taken. They rally faster and up to 4 times from 3. Near by routing enemies and friends has been balanced, -2 per unit.

Base melee hit chance has been lowered to 15 from 35. This added +35 attack to all units which made low tier units perform better and high tier units perform worse. It also speed up combat. Now combat will be noticeably slower but more importantly unit balance has completely changed. Melee stats are now much more impactful and lord combat will be way more stat dependent.

Will update description and changes at another time, let me know what you think.
Casualfield  [作者] 10 月 13 日 上午 11:47 
Surprisingly no, it'll work. My changes will work, regardless of load order, his ignored. He changes a lot more though so it'll definitely be a different experience than what I tested for and intended.
Alessar 🐺🦄🦅 10 月 13 日 上午 1:25 
Of course incompatible with this one? https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3575054982 Even if I put yours, which I like the most, last in load order¿
Casualfield  [作者] 9 月 28 日 上午 10:47 
battle entities changes probably won't
Vichechi 9 月 28 日 上午 6:43 
Hello, good afternoon!!! I have SFO and an SFO mod that makes the unit statistics vanilla. Would this mod work?
Casualfield  [作者] 9 月 14 日 上午 10:19 
perhaps, miscast damage is in projectiles_explosions_tables
sarumanthecursed 9 月 11 日 上午 11:44 
There is a sub mod that reverses the unit spacing changes
Zach 9 月 11 日 上午 11:31 
i miss brutal battles 2, the mobby mob infantry were so fun to use, but they all line up like trained soldiers in this