Total War: WARHAMMER III

Total War: WARHAMMER III

Logichammer: Rules, A Lightweight Battle Tweaker
97 Comments
scehr  [author] 13 Jun @ 12:12pm 
This mod affects some fundamental tables that haven't been changed in many, many years. It can't really be 'out of date.' That being said, I did click the update button some weeks back. Hopefully, it doesn't show the yellow mark now.
Rejackes 12 Jun @ 1:56am 
it works fine still for me with 200 mods @DrSaves
DrSaves 16 May @ 6:47am 
update plz!!!
Skibidirizzler 6 Sep, 2023 @ 6:35pm 
I would like a version of this mod without the armor and melee changes. I think it can make battles easier because the AI isn't smart enough to deal with armor and get good matchups.
Mumion der Unsterbliche 4 Sep, 2023 @ 10:37pm 
News ?
scehr  [author] 25 Apr, 2023 @ 4:42am 
Thanks! :WH3_clasp:
Harbinger 25 Apr, 2023 @ 1:55am 
Oh, nice to know! Therefore I wish you best luck for the year's ending! :ranald:
scehr  [author] 24 Apr, 2023 @ 5:06pm 
Hello, Harbinger.

I'm pleased to hear you enjoy the Logichammer collection! :er_heart:

I will update everything soon after May 12th, as I am currently ending an academic year at university.

I'm very busy and haven't had the time to update the mods, as much as I've wanted to. :steamfacepalm:

Stay tuned. :praisesun:
Harbinger 23 Apr, 2023 @ 4:12pm 
Hello @Scehr, i enjoyed you mod a lot, do you plan to update the logichammer collection?
scehr  [author] 4 Mar, 2023 @ 2:14pm 
It can be done manually, through table edits, which make the mod incompatible with any battle mod/overhaul out there. There might be grounds to do it through scripting but I'm really unsure.
Vaeringjar 4 Mar, 2023 @ 9:39am 
wondering if it'd be possible to add a global modifier for speed?
scehr  [author] 3 Mar, 2023 @ 5:33am 
7 minutes certainly isn't realistic. In former research, I've heard of men fighting for hours and rotating off the front to recuperate and return to battle. However, battles in this game typically last a short amount of time, so the effects of fatigue are unlikely to be felt if pushed to realistic ranges.

As for the speed of units, I hear you, but that is beyond the scope of this mod. To ensure this mod remains compatible with, more or less, everything, it cannot affect tables like the ones that would affect unit speeds. :bonfire2:
Vaeringjar 2 Mar, 2023 @ 9:09pm 
the "Longer Battles Mod" also makes some interesting changes

is 7 minutes to exhaustion not a bit unrealistic? as in way too fast?

one issue I have with vanilla is how fast units move, it's like they're sprinting everywhere. Slowing them down could make battles more interesting and tactical imo
scehr  [author] 1 Mar, 2023 @ 2:28pm 
It should be. The tables I edit never get changed. :steamthumbsup:
Vaeringjar 1 Mar, 2023 @ 2:27pm 
is it 2.4 compatible?
Mumion der Unsterbliche 4 Jan, 2023 @ 9:42pm 
Update ?
scehr  [author] 28 Dec, 2022 @ 8:11pm 
I'm glad to hear it. Enjoy! :praisesun:
物理系魔法师 25 Dec, 2022 @ 4:31am 
You don't misunderstand. My idea is to drive my cavalry into the crowd like a truck. (Of course, this requires another MOD. And I need to turn off the cavalry modification in your MOD, otherwise it won't work.)
The good news is that after I modified the two data points you proposed, another MOD has successfully restored its function. Thanks again for your help
scehr  [author] 25 Dec, 2022 @ 2:41am 
You did not. I believe I misread your original comment. Those table entries affect whether cavalry stop before spearmen.

If you want cavalry to send units flying, change the entries which contain something like "_knocked_flying" and _knocked_down" to their default values (check the base game's data.pack).
物理系魔法师 25 Dec, 2022 @ 12:29am 
Haha, I managed to solve the rpfm problem, but I found that the second item was 0 at the beginning (the first was 90), hope I didn't get the data wrong
物理系魔法师 24 Dec, 2022 @ 1:08am 
I don't know how to use rpfm, so no, thanks for your answer
scehr  [author] 22 Dec, 2022 @ 5:51pm 
Open the mod and change both of these entries in 'kv_rules' to 0.
refusal_chance_vs_charge_reflectors
refusal_chance_vs_pike_phalanx
物理系魔法师 20 Dec, 2022 @ 8:22pm 
Is there a way to turn off the Cavalry modification separately? I like the MOD's changes to troop morale and fatigue, but I also like watching the cavalry knock the enemy into the air
scehr  [author] 18 Dec, 2022 @ 7:46am 
Correct. :steamthumbsup:
Dataluxe 13 Dec, 2022 @ 12:55pm 
Seeing as how this affects core tables, would it also work with mods that add new units?
scehr  [author] 13 Oct, 2022 @ 2:27pm 
Thanks for showing me! A lot of what he's doing is cool. The beauty of modding—diverse expression.

It's my pleasure. :praisesun:
Zero 13 Oct, 2022 @ 2:21pm 
Oh I see. Sure just wanted to share it as it's in the same vein. Looking forward to what is next!

Thanks for the help. I'm slowing adding to it as I learn more.
scehr  [author] 12 Oct, 2022 @ 4:06pm 
Many of the changes made in that mod go beyond the kv_rules table, a reason this mod is highly compatible with other mods. Therefore, I cannot implement much. I'm content with where Rules sits currently, and will adjust it if there are glaring issues.

I have been playing around with a lot of other things, and that will become a new mod, but with time. I've a lot of university work to cover, so won't have much chance to work on anymore until Christmas time.

I'll lend my aid when I can to that spreadsheet. It's a nice idea. :steamthumbsup:
Zero 12 Oct, 2022 @ 1:42pm 
If you could be so kind and at your leisure dump your modding database knowledge in a community editable google spreadsheet. I'm pooling everyone's knowledge and help current/future modders out :)

https://docs.google.com/spreadsheets/d/1vQJE-U5LJD1YpXvsBO40VaKw3wev7tfzZOQLq8G93cw/edit?usp=sharing
Zero 11 Oct, 2022 @ 5:02pm 
Have you looked at this?
https://steamproxy.net/workshop/filedetails/?id=2862594307

There is some cool things he does there that you might be interested in. I want to kinda do a combo of various tweaks that I like, eventually.
scehr  [author] 8 Oct, 2022 @ 5:58pm 
Thank you, Zero. :steamthumbsup:

That is interesting. I have no idea what calculations are being done behind the scenes, but I'll look into auto resolve tables.

Regarding the unit_tierX_kills, the higher the number, the more kills the unit needs to activate that ability, meaning it takes longer to use in battle and therefore weaker.

:bonfire2:
Zero 8 Oct, 2022 @ 4:07pm 
Yes of course. I would require the submod to use this original one and would link/give credit.

I copied both your table and radious in a spread sheet and compared them both side by side. At first I removed your table from the mod and I had a save file with a battle. I noticed that the AR gave very different results. Through a process of trial and error and alot of reloads, I found that this field was the one that was causing the difference. What's also odd is it affects the lords/heros the most. They would lose 90% of their HP! It doesn't make sense to me at all.

Okay so these fields were higher than the Radious ones and didn't know if I should reduce or not. So these fields make the RoR unit abilities stronger?
scehr  [author] 8 Oct, 2022 @ 3:12am 
Hello, Zero.

So long as you link this mod in your description, with appropriate credit, sure thing.

Are you certain the melee attack interval is changing the odds? If it is, I did not know it contributes. Have you tested changing intervals in vanilla too? melee_attack_interval is a fixed amount of time before a unit can start another attack after its animation ends. It allows units to attack more often being set to 0.1.

The unit_tierX_kills is a designated threshold of kills for certain abilities: Exalted Bloodletter RoR 'Hungering Blades' and Vampire Count Black Couch (Black Scythes).
Zero 6 Oct, 2022 @ 1:40pm 
@scehr:
I've been playing around with this and Radious and there are some conflicts and changes that need to be made to play together. I will eventually make a submod of this for Radious and let you know when it's ready.

There are a few questions I wanted to ask you. In the _kv_rules_table there is a field called "melee_attack_interval" and for some reason this being set to where u have at .1 it is causing the auto resolve to be like 4x worse than the values Radious uses at 4. What does this field do and it's very curious that it affects the Autoresolve so drastically.

In that same table, what does "unit_tier1_kills/unit_tier2_kills/unit_tier3_kills" refer too?

Let me know if you need to to explain what I had to remove for the submod to work. Still in progress.
scehr  [author] 23 Sep, 2022 @ 3:25am 
It should work with everything. :steamthumbsup:
Zero 22 Sep, 2022 @ 11:50pm 
Does this work with Radious?
scehr  [author] 9 Sep, 2022 @ 5:23pm 
Yeah, that's never a great situation to have, haha. And no worries; thanks for bringing it up—that was a needed fix. Enjoy! :praisesun:
Dragonknight951 9 Sep, 2022 @ 5:18pm 
Ah, understood. And thank you for the quick response and fix. Now I don't need 2 mods trying to fight eachother for who gets to do the veterancy bonuses.
scehr  [author] 9 Sep, 2022 @ 5:09pm 
I've put out an update which adds accuracy and reload stats to the veteran bonuses. They were already there but weren't being applied. I assume it's a math thing behind the scenes that I wasn't aware of. Now, units reload speed will cap out at +20% at rank 9. :bonfire2:

It's also worth mentioning that mod load order and mod managers appear to have no bearing on which mod overwrites another. What matters is the name of the table file inside the mod. Mine takes precedence over those other mods, I presume, because of the table file name.
Dragonknight951 9 Sep, 2022 @ 12:25pm 
why does this thing break literally all veteran mods?
I prefer to use ones that make veterans "better at their strengths" but no matter what I do, what load order or even using Mod manager, it seems that if this mod is active it overwrites all others.
The biggest issue being that it makes Ranged units not gain things like accuracy or reload speed, which the Veterancy mods I like do give.
. 6 Sep, 2022 @ 12:51pm 
Does this one also include your other two modifications about accuracy and artillery or they're totally separated?
scehr  [author] 23 Aug, 2022 @ 1:54pm 
It's out. Rules only changes core tables. This mod shouldn't ever really go out of date.
SaveThePandas 23 Aug, 2022 @ 1:01pm 
Can’t wait for IE update
scehr  [author] 30 Jul, 2022 @ 1:19am 
Awesome! I'm glad to hear they work well together for you! :dsfist:
Noin Trongaz 25 Jul, 2022 @ 12:37pm 
Scehr, now, after the change to the morale in sieges, I really enjoy your mods, this one as well as shooting callibration + the artillery one.
scehr  [author] 3 Jul, 2022 @ 3:39pm 
I will be maintaining Warhammer 2/3 mods until Immortal Empires releases, then I will only invest time into Warhammer 3.
. 3 Jul, 2022 @ 7:56am 
And can you make all these also for the first game if you have it? Thanks again
. 3 Jul, 2022 @ 7:23am 
It seems to work but can you check it and update just to be sure? Thanks
Neuromancer 21 Jun, 2022 @ 3:31pm 
@scehr - No harm done, don't worry. I would suggest something along the lines of this mod:
https://steamproxy.net/sharedfiles/filedetails/?id=2789984445
To be honest I don't understand fully how visibility works in this game; is it set for unit types or is it an individual attribute? I don't know if changing it would be as "lightweight" as your mod vibe.
scehr  [author] 21 Jun, 2022 @ 4:52am 
It seems I never saw this comment, or my bad memory kicked in, lol. What about unit visibility interests you, and what would you want to see changed?