Total War: WARHAMMER III

Total War: WARHAMMER III

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Beesden's Closer to Tabletop
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battle
Značky: mod
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6.732 MB
1. čvn. 2024 v 12.56
16. lis. v 17.16
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Beesden's Closer to Tabletop

Popis
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].
Počet komentářů: 289
devil-T 23. lis. v 4.35 
I was sorry when you declared you won't go active anymore but gosh you're activated again!
I respect your passion to fulfil this fantastic project.
btw I wanna ask you a question, what do you think about adding black knight "killing blow" like cataph did? I really loved that feature.
sarumanthecursed 17. lis. v 12.16 
Same as savage orcs, demons like demottes of slaanesh having ward save instead of physical resist kinda defeats the purpose of having troops with the magic damage contact effect attack type
sarumanthecursed 17. lis. v 11.40 
Also I would like to help contribute to the mod by editing the green description tags in the unit cards as some are now defunct. If you wouldn't mind PMing me to tell me how to do that, I would get on it
sarumanthecursed 17. lis. v 10.58 
Thanks again for the open communication!
sarumanthecursed 17. lis. v 10.57 
After reading the whfb rules you linked for exalted flamer (thanks for the link, never played or read the rules so its nice to look at), it made me wonder if you plan to introduce a misfire system?

since range on pink fire is listed as N/A and blue fire as 12" would that mean that pink fire should have larger range or the opposite?

So from what i read, blue fire is more of a scatter, hit mutiple opponents anti infantry weapon

and pink fire should be more consistent stream focus on a single target. more precise?

unfortunetly as is, in game blue fire just excels at everything it does a lot of consistent damage over a large area, there is really nothing pink fire does atm that makes it worth using over blue fire.

i think they would benefit from some more extreme differentiating.
sarumanthecursed 17. lis. v 10.10 
So in warhammer 3 there is Magic damage contact type, Spell Resistance for spell damage. Savage orcs having physical res made them good against armour piercing phys damage like greatswords, but made them counterable by units with magic contact type like say sisters of avelorn. With the wards save they are good agaisnt both phys and magic unit attacks types. Thereby removing their specialty of countering phys damage and beign countered by magic attack types. I am not talking about spell damage
Beesden  [autor] 16. lis. v 17.22 
@sarumanthecursed

* The character barrier buff appears as a 10% buff in campaign for me... I haven't touched this so am unsure why it would be different?
* About savage orcs, I'm confused: Ward save is basically Physical Save + Magic Save. Do you feel them having magic resistance is wrong here?
* I need to have another look at Blue Fire / Pink Fire at some point. Blue Fire is basically a 'Grapeshot' round, which makes the Exalted Flamer a pseudo cannon. Pink Fire is a regular template weapon. Theoretically Pink Fire should be better against unarmored chaff, and Blue Fire against armored enemies. I will investigate.
https://8th.whfb.app/special-rules/exalted-fire-of-tzeentch
sarumanthecursed 16. lis. v 17.19 
Nice update. Thank you!
Beesden  [autor] 16. lis. v 17.16 
Pushed an update with a few changes:

* Barriers are now merged into this mod. Trying to figure out how to override all the campaign mechanics does not seem worth it.
* I have reduced the effectiveness of bullet weapons, which were shredding due to high penetration. I have also reduced the lethality of outriders, which were doing double damage due to hard-coded animation shenanagans
* 'Move Or Fire' rule is now correctly configured for skimish / cavalry units (i.e. outriders).
* Fixed the Marks tooltip text
* Fixed 'Water Wise' water trigger
sarumanthecursed 27. říj. v 11.15 
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