Total War: WARHAMMER III

Total War: WARHAMMER III

Logichammer: Rules, A Lightweight Battle Tweaker
97 Yorum
scehr  [yaratıcı] 13 Haz @ 12:12 
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 It can't really be 'out of date.'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 Haz @ 1:56 
it works fine still for me with 200 mods @DrSaves
DrSaves 16 May @ 6:47 
update plz!!!
Skibidirizzler 6 Eyl 2023 @ 18:35 
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 Eyl 2023 @ 22:37 
News ?
scehr  [yaratıcı] 25 Nis 2023 @ 4:42 
Thanks! :WH3_clasp:
Harbinger 25 Nis 2023 @ 1:55 
Oh, nice to know! Therefore I wish you best luck for the year's ending! :ranald:
scehr  [yaratıcı] 24 Nis 2023 @ 17:06 
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 Nis 2023 @ 16:12 
Hello @Scehr, i enjoyed you mod a lot, do you plan to update the logichammer collection?
scehr  [yaratıcı] 4 Mar 2023 @ 14:14 
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 @ 9:39 
wondering if it'd be possible to add a global modifier for speed?
scehr  [yaratıcı] 3 Mar 2023 @ 5:33 
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 @ 21:09 
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  [yaratıcı] 1 Mar 2023 @ 14:28 
It should be. The tables I edit never get changed. :steamthumbsup:
Vaeringjar 1 Mar 2023 @ 14:27 
is it 2.4 compatible?
Mumion der Unsterbliche 4 Oca 2023 @ 21:42 
Update ?
scehr  [yaratıcı] 28 Ara 2022 @ 20:11 
I'm glad to hear it. Enjoy! :praisesun:
物理系魔法师 25 Ara 2022 @ 4:31 
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  [yaratıcı] 25 Ara 2022 @ 2:41 
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 Ara 2022 @ 0:29 
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 Ara 2022 @ 1:08 
I don't know how to use rpfm, so no, thanks for your answer
scehr  [yaratıcı] 22 Ara 2022 @ 17:51 
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 Ara 2022 @ 20:22 
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  [yaratıcı] 18 Ara 2022 @ 7:46 
Correct. :steamthumbsup:
Dataluxe 13 Ara 2022 @ 12:55 
Seeing as how this affects core tables, would it also work with mods that add new units?
scehr  [yaratıcı] 13 Eki 2022 @ 14:27 
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 Eki 2022 @ 14:21 
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  [yaratıcı] 12 Eki 2022 @ 16:06 
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 Eki 2022 @ 13:42 
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 Eki 2022 @ 17:02 
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  [yaratıcı] 8 Eki 2022 @ 17:58 
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 Eki 2022 @ 16:07 
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  [yaratıcı] 8 Eki 2022 @ 3:12 
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 Eki 2022 @ 13:40 
@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  [yaratıcı] 23 Eyl 2022 @ 3:25 
It should work with everything. :steamthumbsup:
Zero 22 Eyl 2022 @ 23:50 
Does this work with Radious?
scehr  [yaratıcı] 9 Eyl 2022 @ 17:23 
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 Eyl 2022 @ 17:18 
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  [yaratıcı] 9 Eyl 2022 @ 17:09 
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 Eyl 2022 @ 12:25 
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 Eyl 2022 @ 12:51 
Does this one also include your other two modifications about accuracy and artillery or they're totally separated?
scehr  [yaratıcı] 23 Ağu 2022 @ 13:54 
It's out. Rules only changes core tables. This mod shouldn't ever really go out of date.
SaveThePandas 23 Ağu 2022 @ 13:01 
Can’t wait for IE update
scehr  [yaratıcı] 30 Tem 2022 @ 1:19 
Awesome! I'm glad to hear they work well together for you! :dsfist:
Noin Trongaz 25 Tem 2022 @ 12:37 
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  [yaratıcı] 3 Tem 2022 @ 15:39 
I will be maintaining Warhammer 2/3 mods until Immortal Empires releases, then I will only invest time into Warhammer 3.
. 3 Tem 2022 @ 7:56 
And can you make all these also for the first game if you have it? Thanks again
. 3 Tem 2022 @ 7:23 
It seems to work but can you check it and update just to be sure? Thanks
Neuromancer 21 Haz 2022 @ 15:31 
@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  [yaratıcı] 21 Haz 2022 @ 4:52 
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?