Total War: WARHAMMER III

Total War: WARHAMMER III

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Beesden's Closer to Tabletop
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6.941 MB
1. juni 2024 kl. 12.56
6. des. kl. 13.31
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Beesden's Closer to Tabletop

Beskrivelse
Inspired by Cataph's "Boyz Will Be Boyz" mod, Closer To Tabletop (CTT) strives to replicate the tactical depth and competitive balance of Warhammer Fantasy's 8th edition in Total War.

The outcome is a faster and more punishing battlefield experience. Here, well-rounded army composition reigns supreme. Lords and heroes are no longer invincible, basic units retain their purpose alongside elite forces, and power creep from downloadable content is eliminated.

CTT meticulously translates tabletop rules into the game. A custom program parses these rules to create units that mirror their tabletop counterparts. Unit statistics remain faithful to the source material, with minor adjustments for the video game format.

The mod prioritizes the most recent 8th edition rules for each unit. When these are unavailable, it consults prior editions (7th, 6th) or supplementary materials. Only in exceptional cases, like units unique to Cathay or Kislev, are rules crafted based on similar existing units.

Compatability

Mods that introduce new units balanced for the vanilla game might become overpowered when used alongside CTT due to the mod's overall changes, unless using a compatibility mod below.

In-built Compatibility

Mods which should be fully supported to be played along with CTT:


Mods which are planned to be supported, or are WIP:


Compatability Mods

Mods that I'm aware of that added some compatability.


Planned but not yet implemented

* Unit variants (i.e. RoR, Blessed spawnings) - all currently have the correct base unit stats, but not all special abilities / customizations have been applied yet.

Not planned

* Campaign unit caps - Instead try Unit Rarity Caps
* Army unit caps - Instead try Tabletop Caps

Write-up

A basic write up is available here[docs.google.com].
305 kommentarer
Wino (Cheezy) 21 timer siden 
golgfags pistol hits for 1k damage. Are this and other vanilla abilities not altered to fit lower lord healths or is this intended from TT? I did not play the TT game
sarumanthecursed 9. des. kl. 10.15 
Not i am compiling a word doc as to not clogg up the steam pages as much. Let me know if you rather recieve it in a organized doc, or here
sarumanthecursed 9. des. kl. 10.14 
- Dechala’s “Tainted Cup” campaign skill grants poison attacks to Hellstriders…but hellstriders already have poison attacks in the mod by default…
sarumanthecursed 9. des. kl. 9.29 
- Wood Elf Elven units have to superfluous “Forest Stalker” passives (Specifically Deepwood Scouts and Glade Guard Archers).
sarumanthecursed 9. des. kl. 9.18 
- Dechala starts off with Daggerdance already in her kit in the Mod on the campaign. However she unlocks the Vanilla version in her skill tree, giving her to Daggerdance abilities that are superfluous
sarumanthecursed 9. des. kl. 9.04 
- By replacing physical resist on units with ward save you essentially negate the point of Magical Attack contact type. The only purpose of the Magical Attack contact effect is to negate physical resistance of demons, savage orcs and etc…phys res applications.
sarumanthecursed 8. des. kl. 18.47 
if you ever find out how to edit the green tags, let me know and i can list you all that needs to be changed.
sarumanthecursed 8. des. kl. 18.38 
Mutant Sight and Backstabbing sorcery have the same icon
sarumanthecursed 7. des. kl. 17.59 
Thank you for update! Hopefully you figure the green tags issue out. I know Duke from Duke's Damn Nations mod knows how too, at least he did in his mod. Friendly dude as well
REZO {PT} 7. des. kl. 4.56 
Hello are chaos dwarf blunderbusses supposed to have only 25 missile strength? The regular dwarf variant (with grudge-rakers) seem much better