Total War: WARHAMMER III

Total War: WARHAMMER III

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Realistic Accuracy Mod
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battle
Tags: mod
File Size
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266.538 KB
11 Apr, 2023 @ 10:06pm
15 Jul @ 2:49pm
24 Change Notes ( view )

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Realistic Accuracy Mod

In 1 collection by Volcano
Warhammer 3++
5 items
Description
Do you feel like missile units in Warhammer are way too overpowered? Or do you like to use other mods that lengthen the melee battle duration but feel like this causes missile units to be out of balance? If so, then this mod is for you.

Originally intended for Longer Battle Mod users, this mod adjusts the accuracy of certain projectile weapons so that they are targeting the formation of troops, rather than the individual troops themselves.

Projectile non-tower non-artillery weapons that were adjusted:

Arrows
Javelins
Slings
Bullets
Bolts (including magic bolts from Pink/Blue Horror units)

The goal is not to make ranged units useless, rather it is to adjust accuracy "just enough" to make them less of a precision weapon, and more area effect weapon, to be more believable to the specific weapon type. This mod lessens the "fire hose" effect of missile units and puts light missile units into a supporting role, rather than being able to fill out your army with total saturating precision-fire death. Now missile units will have their fire spread out more around the target unit, rather than being able to put projectiles right into the enemy soldier's eye sockets. It also makes friendly fire a real possibility when the target is in melee with friendly units, creating a dilemma on whether and how missile units should be used to support friendly troops in melee, so be careful when using missile units around friendly melees (or be like Edward Longshanks, if you like).

Additionally, the rate of fire (ROF) of these weapons have been slightly decreased to be more realistic as well (they take a little longer to reload).

Keep in mind also that accuracy and ROF improves with unit experience. Units with no XP (level 1) are fresh recruits, and their accuracy and ROF are the worst, while elite units will have much greater accuracy (accuracy scales up with each XP level). Additionally, any Lord or technology effects that increase accuracy of missile units are now actually useful.

In other words, as ranged units gain experience, they will become more like the accuracy they originally have in the game - with the default accuracy being the goal, not the norm.

This mod...
✅Is save game compatible
✅Is compatible with all DLC
✅Works in multiplayer campaigns (as long as your friends also have it activated)
✅Should work with almost any other mod, unless that mod also adjusts projectiles and missiles (if in doubt, put this mod on the bottom of the loading order)
✅You may turn the mod off and on whenever you want

This mod goes particularly well with longer battle type mods, such as my own here:
(This mod is intentionally kept separate from the other mods so as to maintain maximum compatibility and to allow maximum customization of your experience)...

Longer Battle Mod:
https://steamproxy.net/sharedfiles/filedetails/?id=2789957828

Extra Longer Battle Mod (for even longer battles):
https://steamproxy.net/sharedfiles/filedetails/?id=2853235998[/i]
110 Comments
Lampros 13 hours ago 
Great - thank you!
Volcano  [author] 13 hours ago 
@Lampros
I just updated the mod -- you were right, for some reason I adjusted the ordinary Thunderbarge but I missed the Grungni version. Should be fixed now, good catch! :steamsunny:
Lampros 23 hours ago 
Thanks!
Volcano  [author] 14 Jul @ 5:39pm 
Ah, OK thanks for that. I guess I haven't seen it yet in the game -- but I will investigate it now.
Lampros 14 Jul @ 2:35pm 
t's the Spirit of Grugni Thunderbarge - a free Thunderbarge that Malakai summons temporarily in the early game (but I think permanently later)? It's especially unbalanced for it to retain vanilla reloading speed, because this Thunderbarge doesn't even count in the 20-army slot, because it is a summon.

It's this entry in the projectiles table:

wh3_dlc25_dwf_thunderbarge_grudge_raker_grungni
Volcano  [author] 14 Jul @ 11:46am 
Hmm, is that a Hero? I can't keep up with all the units and factions by memory. :steamfacepalm:
If it is a Hero, then I don't adjust Hero reload times because I am of the opinion that they should be unaltered, or else their range attacks wouldn't be all that useful. But if it is a unit, then I overlooked it.
Lampros 12 Jul @ 7:27am 
It seems like you didn't adjust the reload time for Malakai's unique Thunderbarge grudge raker attack?
Volcano  [author] 29 Jun @ 9:03pm 
No worries, you could put this mod above SFO in loading order and it should work, I think.
Nahkasetä 29 Jun @ 1:15pm 
Well look at that. I did some more poking around and turns out that SFO for whatever reason makes the mod not work properly on Cathay crossbow. Before 5.1 both mods worked perfectly together. Sorry for wasting your time.
Volcano  [author] 29 Jun @ 12:04am 
@Nahkasetä
@trackpad_user
OK I just updated it. The Kislev units were easy to find and I fixed those -- good catch! For the Cathay Jade Warrior, nothing obvious stood out but I did find a Cathay crossbow that was missing, and it probably belongs to them (let me know if not). If it isn't then maybe another mod is modifying it?