全面战争:战锤3

全面战争:战锤3

Beesden's Closer to Tabletop
267 条留言
trackpad_user 9 月 20 日 下午 4:14 
Both variants of celestial dragon guard are missing their shield block chance.
SwordMaster 9 月 19 日 下午 12:08 
rakarth with your mod is unplayable, my units can't do shit against sentinels of xeit units, and they simply melt all my units like nothing, unbalanced and unplayable.
SwordMaster 9 月 19 日 上午 3:29 
your mod just fucks up auto resolve like no tomorrow, can't even auto resolve the simplest intro battles from when starting the campaing
sarumanthecursed 9 月 9 日 上午 11:41 
Necrosphinx overall seems underpowered, they have a hard to getting kills with their low melee attack and have very little health for such a large unit
sarumanthecursed 9 月 9 日 上午 8:38 
Mournguls have 12 360 hitpoints...... this is extreme for a 12 unit model count
sarumanthecursed 9 月 8 日 下午 8:22 
i really feel for balance sack the necrosphinx should have a bonus vs large, it basically tk's only high tier anti large in late game, plus gives more of a differentiation between the constructs
sarumanthecursed 9 月 8 日 下午 6:52 
Tk follower “herald of djaf” uses vanilla version of frenzy
sarumanthecursed 9 月 8 日 下午 2:43 
Deathsinger item gives vanilla ability versions like frenzy
sarumanthecursed 9 月 7 日 下午 1:14 
Casket of Souls cannot use missile attack, it never fires
sarumanthecursed 9 月 7 日 下午 1:07 
Not sure if "Covenant of power" from casket of souls actually has an effect? it does not show the buff in the WoM hourglass breakdown
sarumanthecursed 9 月 7 日 下午 1:05 
I have noticed magic direct damage spells being actually impactful in this mod, how did you achieve this?
sarumanthecursed 9 月 7 日 上午 10:08 
giving undead and constructs immune to psych is superfluous as they have it by default of the undead and construct trait
sarumanthecursed 9 月 7 日 上午 10:07 
Blessed legion archer RoR for TK has the green tag of Armour Sundering, should be Armour Piercing instead
sarumanthecursed 9 月 7 日 上午 10:02 
necrotects have 2 "stone shaper" abilities in campaign, they start with a healing one and get the vanilla one via skill tress, they have same icon, name and text
sarumanthecursed 9 月 7 日 上午 9:10 
Please replace the hunger dummy skill for vamp lords, sucks we waste a skill point.

If easier, maybe just change the effect to something like +15% healing cap
Beesden  [作者] 9 月 7 日 上午 8:24 
Have updated the mod for 6.3

Additionally:

* In TT, Lances are just better than swords in that they give a charge bonus - albeit at a minor cost increase.
* Added Blessed Spawn abilities for all Lizardmen blessed units
* I've converted Mournguls into a Monstrous Infantry unit (as per vanilla) which seems to be a better balance for them (without deviating too far from TT rules)
* Hellcannons are weird, in that they're supposed to be (in TT) a monster with handlers, but in TW they're regular artillery. Have revamped rules for them to reflect this.
* Fixed a bug where dismounted artillery crew would CTD when rejoining artillery
sarumanthecursed 8 月 24 日 上午 10:59 
hell cannon crews literally 1.3k speed
sarumanthecursed 8 月 24 日 上午 10:46 
vampire lords have the hunger already in their skill tree yet start out with one as well, there by wasting a skill point
sarumanthecursed 8 月 24 日 上午 8:23 
Claw of Nagash Mortis Engine cannot cast Ghostly Howl, missile never fires and eventually ability self cancels
sarumanthecursed 8 月 24 日 上午 8:05 
varghulf and mourngal also get taken down ridiculous fast by low tier hob gob archers, 1-2 volleys and they are done
sarumanthecursed 8 月 24 日 上午 8:05 
Soul of damnation hellfire crew are insanely strong, those 6 lilttle dwarfs get the buffs and run around at light speed, can solo a strigoi and wight king
sarumanthecursed 8 月 22 日 上午 8:07 
i would suggest adding back the flaming contact effect for hob goblin archers or at least change the missile projectile. rn they shoot flaming arrows that have no fire damage
sarumanthecursed 8 月 21 日 下午 5:21 
i feel like stalk should be returned to the Mourngul
sarumanthecursed 8 月 20 日 下午 8:02 
despite some bugs and skill issues, the mod has very good combat balance
sarumanthecursed 8 月 20 日 下午 6:29 
Iron deamon does not fire, it reads as firing but never throws a projectile
sarumanthecursed 8 月 20 日 下午 5:45 
clan angrund ancestor dwarf lords seem OP being both Ethereal yet having high armor
sarumanthecursed 8 月 20 日 下午 5:41 
there is virtually no reason to get blood Knight swords over lances
sarumanthecursed 8 月 19 日 上午 6:33 
Maybe give them back stalk to differ them from Vargulfs some more?
Beesden  [作者] 8 月 18 日 下午 4:04 
Cathay roster updated using The Old World Arcame Journal.

I'm not really sure what to do with Mournguls. I found them effective when putting them within a blob of zombies to soak up some damage, I could have a play with making them a full unit again but they're single entity monsters in the core rules.

I can take a look at these two rule-pairs later, don't have much time at the moment (will try and sort soon tho).
sarumanthecursed 8 月 18 日 上午 8:52 
Throni Inronborw has two Forge Fire abilities
sarumanthecursed 8 月 18 日 上午 8:38 
specifically when brought back via the dead rise again mechanic
sarumanthecursed 8 月 18 日 上午 8:38 
they also don't benefit from the post battle option of using captives as replenishment
sarumanthecursed 8 月 18 日 上午 8:34 
As a now single entity Mournguls need some help, they don't get off many kills and are quite fragile in the midst of enemy infantry
Beesden  [作者] 8 月 17 日 下午 5:45 
I basically set up Cathay to be similar to Empire with a few tweaks (since there were no source rules).

Since there are now rules available for The Old World, I have taken those that are available and have applied them to the Cathay roster. I need to run some tests to make sure the new rules play ok and I will upload the update after.
trackpad_user 8 月 17 日 下午 1:55 
Are Jade warriors supposed to have only 30 armour?
adimemir 7 月 22 日 上午 9:15 
Skarbrand's "Bellow of Endless Fury" might be bugged, the character starts with it in the mod but the skill tree also gives a weaker one in addition to the ability
adimemir 7 月 22 日 上午 4:17 
Pink Horrors of Tzeentch have "Blue Horrors" Passive
Beesden  [作者] 6 月 28 日 上午 9:37 
@sephiroxical19981202

There's a few drastic changes from vanilla - on tabletop, there's no precedent for Dwarfs being good at receiving charges - in fact their rules boost their charge profeciency instead. https://8th.whfb.app/special-rules/resolute-dwarfs


I've pushed a change that makes a few fixes tweaks to the dwarfs:

* The tabletop rules for doomseekers donm't have them particularly powerful. I tried to stick to these rules, but I think making them just more hench giant slayers might actually provide better gameplay variety
.
* Grudge Settler artillery units now properly use cluster-style projectiles instead of expecting to use the same missiles as their base variants. Other grudge units are untouched.

* Also fixed flamethrower units, such as gyrocopters with brimstones guns
sephiroxical19981202 6 月 27 日 下午 3:39 
And the grudge settler version of grudge throwers actually do zero damage in this mod... That's not an exaggeration, I have helper UI on and it shows that I do zero damage after they have already fired more than a dozen shots. The shots exploded in mid air and does nothing.
sephiroxical19981202 6 月 27 日 下午 2:54 
Doomseekers is a single entity with 35 weapon strength? I assume he deals damage mostly through the whirlwind in this mod then. Also no unit in the Dawi roster has charge defence, drastic change from vanilla. I guess you're supposed to counter charge every thing.
Beesden  [作者] 6 月 20 日 下午 3:39 
Updated!
Mumion der Unsterbliche 6 月 20 日 上午 10:32 
Update PLEASE !
Urgat 6 月 15 日 上午 5:16 
I miss CTT so much. I hope some day some people will do compatibility patches for the main modded factions (the OVN ones, Nagash, TKE...) so I get to try out your version :steamthumbsup:
Beesden  [作者] 5 月 17 日 上午 6:19 
@Gravenwitch The rules for doomseekers can be found here:
https://6th.whfb.app/unit/doomseeker

I found them very hard to translate into the game, as they cause a lot of hits based on how many models are around them - but this doesn't necessarily translate into more damage. So the idea was that throwing them against a blob of units (i.e. clanrats) they would cause a lot of damage, whereas against monsters they wouldn't be quite as effective.

I would be curious how you would envision them performing ingame to make them perform more akin to tabletop?
Gravenwitch 5 月 11 日 下午 9:30 
Thanks for a great mod!

Would you consider taking a second look at doomseekers? I am not suggesting re implementing them as a hero, but their melee weapon damage (35) is far below every single entity unit in the game. IIRC whirlwind of death gave d3 hits on single entities which could be abstracted as a higher weapon damage / bonus vs large on the mortis engine effect. Additionally their upkeep cost is ludicrously low at ~100 for a unit of its power. The unit is plenty useful, this observation was just something that felt a bit off coming from tabletop. I love the rest of the changes!
sarumanthecursed 3 月 4 日 下午 8:46 
In order to not waste a skill point, I would recommend removing the hunger from vampire lord and heroes skill trees
sarumanthecursed 3 月 4 日 下午 8:32 
Ghostly howl from banshees does very little damage and seems to miss even at point blank
sarumanthecursed 3 月 4 日 下午 8:05 
Minotaurs of Khorne have Bloodgreed and Goregreed, same icon and similar effects, except for Gore greed it isn’t listed what increases the intensity
sarumanthecursed 3 月 4 日 下午 7:53 
Balefire carts still seem very underwhelming for just -20 mastery in a small area.

I would add a silence, or increase miscast chance or a draining enemy winds of magic, they just seem rather redundant
sarumanthecursed 3 月 3 日 上午 6:29 
I would suggest adding submod link in the description