Intro
This guide helps cover the basics on how to submod unit mods for Damned Nations - but be aware you'll still need to make plenty of judgement calls and decisions and it isnt a simple process. I assume you know how to mod and the basics of it, this just points you in the right directions. If you need help with making these, hop into my discord and i'll happily help out with the initial mod.
https://discord.gg/7c965zF2ZX
just hop in there for assistance having read this guide and i'll be very happy to assist, especially if you want to get a feel for how things work so you can do thigns more instinctively later.
Battle Entities
First things here - remove any character aura vfx.
max tracking ratio is always 1.1, min is always 0.9, so youll need to edit those.
Speed stat is dictated by animations, so use that as a guide for your run speed. walk speed is generally about 0.5 higher than vanilla.
Acceleration: Decleration ratio is generally higher the higher mass the unit, which you'll need to change accordingly
Flying speed you'll need to alter to between equivalents
Mass is generally different, so look to similar DN units for a guide there.
If you do chariots and engines, turn speeds are generally lower and a minimum turn speed is standard to have.
Land Units
The most glamorous of tables for the stat modder, most of what you see on the card is here.
HP is the least forgiving in DN balancing, units of the same species have the same hp with incredibly rare exceptions. Humans have 80 hp, Dwarfs 110 and so on. Check against a DN unit to get the right hp. If its a new entity entirely, exercise your judgement in getting it between existing stuff. heroes and lords also have their own patterns by race and species
For melee attack and defence, use existing units and armament as a guide. Once you have a sense of what the armament would give, then change according to the style and goals of the unit. Charge bonus similarly but generally more aggressive units get more CB.
For attributes, generally charge reflection is only for very long weapons rather than standard. Fatigue res is used in the mod so if it suits, it's available.Perfect vigour is to be used exceedingly sparingly, if at all. Woodsmen is generally much less used, so bear that in mind, though theres no hard and fast rule on that one.
Often modders will reuse a battle entity from vanilla - if ive edited it in a way that doesnt suit this modded unit, make a new one.
Physical resist from dodge units should be removed. instead, give them a higher melee defence than otherwise.
Try to have the unit reflect its 'real world' aspects - conscripts wont love being there so a slight morale issue, same with mercs. Mercs will be experienced, so higher stats there. Elite units will obviously be more skilled than trainees.
For peasant units and equivalents, generally DN ones are more skilled than their counterparts in vanilla, especially for weapon strength.
Leadership/morale (same thing, i just never started calling it leadership) - generally higher, and think of it not as bravery but willingness to stay in the fight
Abilities
okay so next step is adding abilities. Undead need the dead rise again and complete disintegration adding. tomb kings also need the dead rise. counts and coast will already have it from repurposing of keys. (dead_rise_again
unstable_mark_iii
dead_rise)
In the case of new abilities, they generally have a larger aoe in DN but smaller impact. If an ability is more fun with a large impact, give it a downside if one suits - a particularly defensive ability may make you slower or lower attack.
Main Units
Okay so this one is shorter.
Num men, match a roughly equivalent unit unless youve a reason not to.
Recruitment cost is going to be higher, again use existing units as a guide
upkeep is usually similar but not always, so use a similar unit.
unlike vanilla, you dont have to keep the costs proportional - mercs can have slightly higher upkeep and lower recruit for example. A conscripted unit would have lower recruitment than normal, same upkeep and typically have lower morale.
Melee Weapons
Bonus vs large and infantry should be generally lowered - 5 is standard for spears, 4 bvl for axes, in the case of specialists you can go a little higher but only in units where its their identity, like knights of manaan.
Generally try to mimic weapon archetypes - maces have good ap, axes hit generally hard, spears are all around great but poor ap and so on. Be aware you'll need to factor in melee attack interval too, way over on the right side. ESPECIALLY for lords and heroes - if you forget this, they will lose every time.
for splash areas, things that are bonus vs infantry and have splash in vanilla generally get 1 or 2 added to max targets, while bvl get 1 taken off - approximately
Projectiles
so first thing here - dual_low_fixed. Make it low. Fixed can stay fixed, but dual needs to be low. Take the velocity from a simialar projectile, mass and gravity too. thats the ballistic stuff sorted.
Then damage, again itll need changing, base it on DN equivalents, adjust as required. Be wary of too much AP.
Reload time as above.
Calibration distance and are will *always* be different in DN. Again, edit this in line with a DN equivalent for your baseline, then adjust.
Minor Additions
cdir qualities - divide your mp cost by 100 and round up/down.
I'll add anything that springs to mind here.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2878881333
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