Unit Numerical System(Eng)

Unit Numerical System(Eng)

What Issues Were There With The Original Numerical Values?


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○ Why the modification? What issues were there with the original numerical values?

      ▪ Using multi-module infantry as an example:

    The original multi-module infantry were generally underpowered. Mechanisms like the introduction of powerful individual units, giant beasts in Warhammer, magic, and similar aspects significantly decreased the strength of infantry. This situation became even more pronounced in the later stages under the RPG mechanism. In short, there are too many ways to easily counter multi-module infantry, while infantry can only effectively deal with a small subset of units.

    PvE and PvP differ significantly, with casualty rates being a crucial factor in evaluating strength and weakness. The same unit under player control versus AI control can also show substantial differences. Considering these characteristics, here, we categorize the relationships between units into three types. Due to limitations in length, I will create a rough model for a simple analysis. (Here, frontline troops are assumed to have the ability to withstand charges and maintain a stable front line.)

    Strong Counter: Capable of easily eliminating the target unit with minimal self-casualties.

    Weak Counter: Struggles to eliminate the target unit and incurs some self-casualties.

    Balanced Combat: Both sides suffer losses.

    It can be observed that infantry can be restricted by a wide range of means (e.g., arrow targeting) and they struggle to effectively counter other units. The intended network of mutual restraint and counters is imbalanced. (On a side note, why is the original version's strongest strategy to group single entities together: Single entity clustering can effectively counter all the units mentioned above, and AI magic also struggles to counter players.)

    Frontline troops can play a certain role, but Creative Assembly's original design for multi-module infantry as anti-infantry units leaves them in a rather awkward position. The key difference between these infantry units and others lies in their high accuracy but low evasion. While they can inflict significant damage, they also suffer considerable casualties themselves. Below, I will provide a detailed description of these anti-infantry swordsmen.

What Has This Mod Done?


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    After significant numerical adjustments, the Cleaver Infantry now has an advantage in interactions with the Resistance Infantry, albeit requiring some time. The combat pace of this mod is slightly slower than the original version.

    Both types of infantry now have the ability to target other units, with the degree of vulnerability to being targeted reduced, enhancing their performance on the battlefield.

Diffreent Gameplay Styles

    The above analysis focused solely on infantry. If images of long-range, behemoth, small-scale units, and others were depicted, they would form a complex spider web diagram. My goal is to make this web diagram as full as possible, meaning that the interplay between unit types is clearer in terms of mutual counterplay. This mod is designed for player versus environment (PVE) gameplay adjustments. Since AI is not as intelligent as human players, it is challenging for AI to efficiently utilize unit coordination and cooperation compared to skilled players.

    Therefore, I aim to make this mod encompass as many gameplay styles as possible so that even without deliberately pursuing an efficiency-driven approach, players can enjoy winning through discernment and skillful play.

Unit Adjustments Introduction

○ Melee Infantry

      ▪ Resistance Infantry:Significantly increased health points and troop numbers, improved quality, and enhanced anti-large numerical values.。

      ▪ Cleaver Infantry:In the original version, the main characteristic of this type of unit was its high melee attack but relatively low melee defense, making them capable of inflicting significant damage but susceptible to high casualties. In this mod, the melee defense of these units has been generally increased, allowing them to cause decent damage in combat against other infantry while sustaining less self-harm. Their health points are much lower than Resistance Infantry, indicating that these units are more vulnerable to non-infantry units. The troop numbers have been adjusted to be the same as Resistance Infantry.

○ Ranged Shooting Units:Damage has been increased, but health points have been slightly raised. This means that they can inflict significant damage, but they are more fragile compared to other unit types.

○ Cavalry:

      ▪ Resistance Cavalry:Significantly increased health points and slightly raised troop numbers for the Resistance Cavalry.

      ▪ Shock Cavalry:In the original version, Shock Cavalry was positioned ambiguously, as the damage caused by charges was difficult to realize due to the high level of micro-management required, and their own survivability was questionable. I have modified the rules related to charges in the mod; now cavalry units are more likely to break through units that do not have charge defense (large), while anti-large units still have a strong counter-effect against cavalry.

In this mod, Shock Cavalry have weapon power far superior to Resistance Cavalry, lower long-term melee survivability compared to Resistance Cavalry, increased maneuverability, and are more capable of breaking through the formations of non-charge defense infantry. This means that the Shock Cavalry's charges, pulling out, and subsequent charges will bring more positive feedback.

○ Monster Infantry and Monster Cavalry:Increased health points for both Monster Infantry and Monster Cavalry, with corresponding increases in their anti-infantry and anti-large capabilities.

○ Fragile Mobile:Significantly increased speed and slightly raised health points for the Fragile Mobile units, enabling them to better fulfill their roles in harassment and pursuit.

○ Behemoths:Increased health points for Behemoths.The characteristics of Behemoths specializing in anti-infantry and those specializing in anti-large units will be more pronounced.

○ Small Unit Individual: No major changes made.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3194592524					

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