Total War: WARHAMMER III

Total War: WARHAMMER III

154 oy
Realistic Accuracy Mod
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battle
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11 Nis 2023 @ 22:06
20 Ağu @ 10:58
25 Değişiklik Notu ( görüntüle )

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Realistic Accuracy Mod

Volcano tarafından 1 koleksiyonda
Warhammer 3++
5 öğe
Açıklama
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]
118 Yorum
OmegaX769 20 saat önce 
i think it says the dmg is calculated over 10 seconds , but since most unit have rate of fire superior to 10 seconds , as long u reduce ROF but keeping it over 10 secs the dmg ouput would stay the same , i think it make sense
Volcano  [yaratıcı] 20 saat önce 
You are welcome. Well, I don't think the unit card calculates damage per second, only the damage per impact (in which case it is the same), but I could be wrong though.
OmegaX769 20 saat önce 
@Volcano oh i really thought reducing the ROF would decrease the streng on the unit card
thanks for your help and thanks for your mods , i cant play without them
Volcano  [yaratıcı] 20 saat önce 
Nah, the strength will all be the same. What would be different is reload rate (I suppose). Other than that, you won't notice any different values, the mod mainly adjusts dispersion of the non-artillery projectiles so they aren't so laser-accurate.
OmegaX769 22 saat önce 
@Volcano if they affected should their unit be affected too , the reduce dmg for example or it wouldn t appear?
i m asking this because i used a mod that their missile streng is 18 with or without mod
they are basically empire archer with less range
btw very thank for these bod , for me now it s a must to play boths or your mods
Volcano  [yaratıcı] 22 saat önce 
@OmegaX769
The mod will affect ranged units in other mods, but only if they use the standard projectiles included in the game. Most likely they would, but they might have created their own. You would probably be able to tell if they are way more effective than other units.
Volcano  [yaratıcı] 22 saat önce 
@Termit
It is fine for either, the melee combat length is personal preference, this mod just adjusted the ranged weapons to be "more realistic". I don't think of the mods in terms of "balance", because I don't think the original game is that balanced to begin with (they do compare KPS and DPS but that isn't everything, but really the battles are so fast, what is most important is the rock-paper-scissors choice of which unit attacks what enemy).

To put it another way, someone could decide to play with either longer battle mod, but not use this mod at all. This mod does affect rate of fire, but more importantly it removes the laser-accuracy, making it more about area effect, which is good for either battle mod.
Termit 23 Ağu @ 0:22 
@Volcano thanks for the response. I'll clarify a bit more. I meant your mods, one increases battle length by 150 percent, another by 300. So it is balanced for one of them, isn't it?
OmegaX769 22 Ağu @ 23:52 
does this mod also nerf missile unit added by mods ?
bottom means under the custom unit mods or above ?
Volcano  [yaratıcı] 25 Tem @ 15:57 
Well, Pharaoh innovated quite a bit here with allowing customization settings for battles and campaigns. If CA would take that and expand on it, there wouldn't be a need for any of these battle mods, so hopefully they will expand it and allow the player to customize melee to-hit rates, attack times, and ranged weapon (global) reload and accuracy mod values. But I doubt it. :steamfacepalm: