全面战争:战锤3

全面战争:战锤3

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Realistic Accuracy Mod
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battle
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2023 年 4 月 11 日 下午 10:06
12 月 5 日 下午 6:50
34 项改动说明 ( 查看 )

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Realistic Accuracy Mod

在 Volcano 的 1 个合集中
Warhammer 3++
6 件物品
描述
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)
✅Can be turned 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://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2789957828

Extra Longer Battle Mod (for even longer battles):
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2853235998[/i]
193 条留言
Volcano  [作者] 12 月 7 日 下午 2:49 
OK thanks. I might lessen the reload penalty a little (like 1.25x or 1.3x instead of 1.5x) but I have to think about it. On the one hand I agree, but on the other hand we must keep in mind a few things that gives me pause:
a) With experience the rate of fire increases.
b) There are rate of fire Hero and Lord perks, and also some techs, and also some items that increase this further. So the idea is that generally it would be slower, and these perks would then be more valuable. I know for example I go after them now, when I didn't before.
c) I think this increase is great also for guns and crossbows, and it is difficult to justify keeping 1.5x for those, but changing bows, slings, javelins (for example) to a lower 1.25 to 1.3x because I think the increase needs to be fair and uniform.
But I will think more about it.
Chera 12 月 7 日 上午 2:54 
A bit of feedback after a few MP campaigns: I feel like the increased reload times (roughly 50%?) are too much and render most archers relatively useless. I think the decreased accuracy is a superb idea, especially since it doesn't really detract from single target damage, but the reload times are too much. HElf archers appear to fire less than 4 times per minute. Even elite units like the Sisters of Avelorn are nearly useless in many cases.

I feel like it is less of an issue against AI due to blobbing and overall "stiffness" of the AI control.
sarumanthecursed 12 月 5 日 上午 5:06 
Thank you Volcano! :D
Volcano  [作者] 12 月 5 日 上午 3:11 
This mod (and the other three you commented on) have now been updated to Patch 7.0.
sarumanthecursed 12 月 4 日 下午 6:33 
update?
Volcano  [作者] 11 月 5 日 上午 10:20 
OK, well, there is no perfect solution to any of this. For the most part people want more difficult AR to force more battles where the challenge is to do as best as possible to minimize losses. But obviously not everyone likes that. But then when the combat resolution is adjusted in any way, it affects the AR's "DPS" too. So, you will have to hunt around until you find some AR mod that suits your specific tastes. :steamthumbsup:
Weissrolf 11 月 5 日 上午 10:10 
Thanks, I already tried that one. But it turns an easy win with minimal losses (both AR and manual) into a defeat with all units lost (Malakai's very first battle). That's a bit too much an incentive to do manual battles that would be very clear wins. ;-)
Volcano  [作者] 11 月 5 日 上午 9:58 
Right, please consider also using my "More Difficult Autoresolver Mod" as well.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2859831333
Weissrolf 11 月 5 日 上午 9:39 
Thanks for the explanation. This is a drawback for using it as addition to the Longer Battles mod then, because it makes AR more enticing (than it already is).
Volcano  [作者] 11 月 5 日 上午 9:06 
If anything, it is not the accuracy that would be affecting the autoresolve, it is the base rate of fire -- because this affects the "DPS" for ranged units. But in that case, this would be correct, because the ranged units fire slower, so it being reflected in the autoresolve is actually correct.