Total War: WARHAMMER III

Total War: WARHAMMER III

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Realistic Accuracy Mod
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2023년 4월 11일 오후 10시 06분
2024년 9월 14일 오전 3시 22분
변경 사항 26개 ( 보기 )

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Realistic Accuracy Mod

Volcano님의 1 모음집
Warhammer 3++
아이템 6개
설명
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]
댓글 137
Mobiusly Ghost 2024년 10월 7일 오후 11시 48분 
Fair enough
Volcano  [작성자] 2024년 10월 7일 오후 7시 32분 
Sorry, no, I don't use SFO. :steamfacepalm:
Mobiusly Ghost 2024년 10월 7일 오후 7시 15분 
SFO compatible version? This mod changes the stats of units other than reload rate and accuracy when used with SFO
Volcano  [작성자] 2024년 10월 7일 오후 2시 32분 
Do you have the specific name and faction of the unit? Also, is it artillery? If artillery, no the mod adjusts nothing with artillery, because generally most players seem to be fine with artillery.
MasterChief 21 2024년 10월 6일 오전 1시 31분 
are fire thrower type unit included ?
Volcano  [작성자] 2024년 10월 2일 오후 8시 13분 
Thanks for sharing that info, good find there.

I guess I wasn't thinking thoroughly before, but the mod doesn't just change reload time. It also changes *accuracy* to make them more of an area effect, so I couldn't just do away with all the changes and adjust reload time only in the main effects, because then they would be too accurate still for my tastes. I recall that my primary intent was to make the accuracy more realistic, and so since I had to change the projectiles, then I may as well change the reload times there too (so I guess I didn't look around for some other way to do it, since I was changing the projectiles anyway).

But it sounds like a good opportunity to try a minimalist "rate of fire" mod, if you wanted to. :steamthumbsup:
Essence 2024년 10월 2일 오후 7시 15분 
Looked into it a bit today and the effects are actually separate, so its possible to do it that way (uploaded mods on it), i uploaded a mod doing that earlier, but if i wanted to make a patch reverting your reload changes to get the other stuff you changed, id have to reupload 90% of your mod which doesnt sit well with me lol.

"wh_main_effect_force_stat_reload_time_reduction" Is a global one, so you can do that at -50%,

Then use "wh_main_effect_force_stat_reload_time_reduction_artillery" at +50% to turn them back to vanilla, and "wh_main_effect_character_stat_reload_time_reduction" if you want lords/heroes to stay at vanilla as well.

"faction_to_force_own_unseen" and "faction_to_character_own_unseen" also makes them apply without being shown in game. Caveat is that the damage stat on affect characters is red as if they are debuffed.
Volcano  [작성자] 2024년 10월 1일 오전 11시 57분 
Yeah, that's the problem - it could be done, but then it would affect artillery, which in general, most people (including myself) don't think should be adjusted. Too bad there isn't a separate reload stat effect for both.

The other issue is that there is a Longer Battle Mod, and an Extra Longer Battle Mod, and I chose a reload rate that works with both (splits the difference between them) and if a reload stat penalty (in the difficulty) was lowered so that it doesn't penalize artillery so much, then it consequently wouldn't be a great rate of fire for both mods. There isn't an easy answer there, unfortunately.

Also, too bad why most of the unit mods have to add their own unique projectiles, but oh well - you might consider altering your own "expanded units" table to the projectiles, which modifies the ones used by the mods, perhaps, but it would take some effort. :steamfacepalm:
Essence 2024년 10월 1일 오전 11시 51분 
Im using a fair bit of unit mods and the like, many of which add units with their own projectiles etc (even though they tend to have very similiar values as a vanilla projectile...), which makes them far stronger compared to the projectiles of this mod (mainly reload speed being far faster), so i was thinking instead of going through all the mods and nerfing them myself, to have the reload of the projectiles in your mod same as vanilla, and then add a ~ -35% reload rate in campaign_difficulty modifier to player and AI, as that would apply the changes to all factions, units, and mods, and also apply to any new units released without needing an update to the projectile table (albeit the accruacy changes wouldnt apply).

Side effect here being it would also touch on Artillery as well.

That said, this mod is a requirement to play with longer battle mod and higher unit sizes so thanks for making it!
FeralZ 2024년 9월 30일 오후 3시 19분 
ahh yes, you're right, I had forgotten those details, thanks for clarifying.
about the axes i talked because in vanilla they had lower cooldown time like 8 seconds vs 13 from guns and crossbows.