全面战争:战锤3

全面战争:战锤3

Realistic Accuracy Mod
179 条留言
ReCore 10 月 23 日 上午 9:07 
Thanks for the reply.
I change the loadorder and the stats didnt change - sad.
I really like the mod.
Volcano  [作者] 10 月 16 日 下午 8:05 
That might imply that SFO has their own Jade-Crossbow values and is overwriting this mod. Try to swap the load order around between them and see if it changes.
ReCore 10 月 16 日 下午 5:16 
Hi!
Your mod works with SFO. But i saw the Jade-Crossbow still has the old stats.
ross77 9 月 12 日 上午 5:05 
Thanks!
Volcano  [作者] 9 月 12 日 上午 3:53 
Thanks, the mod is designed to work for all units and mods that add units, as long as they don't create completely new projectiles (which I think is rare).
ross77 9 月 12 日 上午 3:44 
Translation: Thanks for the great mod! Does it work on new units from the modifications or only on the original units?
Volcano  [作者] 7 月 7 日 下午 6:31 
Hard to say since I don't use the Radious mod, but others might know the answer. I'd say it should work with it, as long as that mod doesn't add or adjust the projectiles in any major way. It can add more units of its own, that is fine, but if it alters the projectiles then those alterations would be lost.
CatWizard33 7 月 6 日 上午 9:24 
Would this work with Radious, or is it unit-specific tweaks that would break the balance of added v.s. original units?
KneeZahm 7 月 5 日 上午 6:45 
i see, thanks for the reply, i finished the campaign and enjoyed the mod a lot, def will me using in more campaigns!!
Volcano  [作者] 7 月 5 日 上午 1:46 
Don't think so, usually Lords/Heroes use their own special projectile weapons that aren't affected, but if you have an L/H that uses an ordinary missile weapon, then possibly (but that would be because they are using a standard weapon, not a special one).
KneeZahm 7 月 4 日 下午 3:17 
trying this out in my cult of sotek campaign and enjoying it so far, does this affect ranged lords and heroes as well? i noticed that my skink chief does barely any damage in battles :steamsad:
Volcano  [作者] 5 月 1 日 下午 4:29 
It all uses the same variable; there is no separate one for high angle (indirect) vs. direct-fire accuracy value. It is definitely one of the primary weaknesses of the TW series' ranged combat behaviors.

Pharaoh Dynasties tried to address this in a clever way, why having different modes for the ranged unit to be in - direct and indirect fire - which caused the to use entirely different ammunition, allowing the indirect fire to be less accurate, and direct fire to be more accurate. It worked well there, and is one example of CA Sofia being good at what they do (and underrated), but of course WH3 doesn't do this, since it is older.
Norr 5 月 1 日 上午 1:03 
yea but when youre playing orcs against waywatchers, sisters, shards/shades, or dragon crossbows its an awful experience :( when you just need to get through their infantry with your infantry and no cavs

is there an accuracy setting just for arcing / high angle fire? or do they use the same stat?
Volcano  [作者] 4 月 30 日 下午 7:06 
It could be done by lowering the maximum firing angle, to prevent them from firing like mortars, so close. But then given how WH3 is, and how bows (not crossbows) are typically the weakest of the missile units (besides slings), it might make them too weak. So it is a difficult issue to improve without making it where players avoid bows altogether.
Norr 4 月 30 日 下午 7:01 
how do you make arcing fire especially even worse? i think all the feeling of archers being op stems from the fact that they can use all their missile strength behind an ally
Volcano  [作者] 4 月 2 日 上午 1:46 
Thanks for the compliment, glad you like it. :steamhappy:
Have fun. :WH3_clasp:
nah nah bro 4 月 1 日 下午 11:14 
Just want to say thanks for creating this mod!!!
To only negate accuracy with inexperienced unit but not completely is truly an awesome implementation, this makes range factions rewarding while not being too OP early game.
Volcano  [作者] 3 月 26 日 下午 3:19 
I updated it, no more capital letters in the tables. It was tedious, and CA says they will fix it, but I don't quite trust that a future update will not break it again so the change/fix here doesn't hurt.
Khorne 3 月 26 日 上午 3:15 
With patch 6.1 we get a CTD with this mod, it seems to be related to uppercase in packed files : https://psteamcommunity.yuanyoumao.com/workshop/discussions/18446744073709551615/591766810822459412/?appid=1142710
Volcano  [作者] 2 月 14 日 下午 12:06 
The problem is that it is not easy to do, but you can certainly try it using the Rusted Pack File Manager (RPFM). The tables only contain the ones that were changed, so it isn't exactly easy to just change the numbers back to originals, without going line by line through each one.
Rådyr 2 月 14 日 上午 9:26 
I see, thanks for answering. Is there a way I can adjust it, or is there a lite version planned? I love the concept but find it a bit too strict.
Volcano  [作者] 2 月 10 日 下午 6:43 
Sorry, no, its all in one table, so its not like I can turn off a part of it.
Rådyr 2 月 9 日 上午 11:25 
is there any possibility for a version that's just the reduced reload rate?
Volcano  [作者] 1 月 28 日 上午 12:12 
Thanks, glad you like them. Have fun! :WH3_clasp:
夏云枫 1 月 27 日 下午 8:53 
I love your longer battle mod, I subscribe to almost every Total War game because the game is so fast, thank you for such a great mod!:steamhappy:
Volcano  [作者] 1 月 27 日 下午 12:05 
Yes, the mod only affects "small arms", essentially, not cannons or towers because, at least in my opinion, those are "OK".
夏云枫 1 月 25 日 下午 10:12 
After playing it, I found that the loading time of the cannon is still the same as the original version. Is this a feature?
Brenbold 1 月 25 日 下午 5:22 
Did you integrate the musket module into this mod? I noticed the link for it wasn't working
L0rd_Bяoz 1 月 6 日 下午 4:19 
good luck playing hybrid races with that, u gonna enjoy festus a lot on those karl runs
Volcano  [作者] 1 月 6 日 下午 3:49 
Either way, it does not matter -- neither contains anything from the other.
Volcano  [作者] 1 月 2 日 上午 4:55 
Thanks, glad you like it - give it up a thumbs up if you haven't yet. :steamsunny:
Have fun!
Nukular Power 1 月 1 日 下午 11:16 
jeez, this should be one of the top mods out there imo - been wishing for something like this for so long
minecraft with gadget 2024 年 12 月 31 日 下午 6:59 
Also, Empire Archers still do great against unarmored enemies in my experience.
minecraft with gadget 2024 年 12 月 31 日 下午 6:58 
Reuploaded my compatibility patch for TEB and Araby + musket adjustments. Requires the base mod, which IMO is essential.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3396064996
Volcano  [作者] 2024 年 12 月 9 日 下午 12:50 
Thanks for the feedback. Unfortunately, I don't change individual values to make something better or worse, I do a uniform adjustment to keep it consistent (I have to otherwise, it is impossible to update with patches). So, if they are useless, it's because they are mostly useless already.

Rhetorically, aren't the Empire archer units essentially the ranged spam-unit version of Goblin archers, or tier 1 melee infantry (such that you always want to replace them as soon as possible)? In my experience, they are only good for fortress garrisons, firing from height on walls, or just general shooting in the rear.
EvilNando 2024 年 12 月 9 日 下午 12:29 
hello, I like the mod but it feels like empire archers are just now useless, I know they were not great before but this effectively makes them not worth recruiting at all , maybe if you could make a slightiy less nerf would work great
OHM 2024 年 10 月 24 日 上午 8:43 
Yo Ghost, any chance of sharing that Compatibilty Patch? Modding is way over my head, I'm too old to get my head around it.
Volcano  [作者] 2024 年 10 月 19 日 上午 12:46 
Thanks, glad you like it.
Certainly, you (and anyone else) could take this mod and open it in the Rusted Pack File Manager (RPFM), and add in the units to the projectiles tables, from that other mod, and make your own custom mod for you and your friends to play (if playing multplayer).
You just have to drop the .pack file into your ...\data folder, and activate it.
Unfortunately I don't play with any mods that add units, as I am a minimalist and want to only turn the original game into how I think it should play, with the smallest number of changes (just to the math).
Ghost 2024 年 10 月 18 日 下午 2:52 
Is there any to make this compatible with Sataph's Southern Realms (TEB) and/or the OvN Lost Factions Mods - e.g. OvN Lost Factions: Araby or OvN Lost Factions Albion? I love this mod because it finally makes the game balanced where its not just about spamming missile units. But even though the units in the mod rosters are based on base units, most of them dont get the change applied. Only some units. Or would there be any other solution how to modify? At least the reload times? Thanks a ton - love your work!!!!
Buffalo 2024 年 10 月 16 日 上午 8:45 
@Lampros we don't must play to the same game ^^
Lampros 2024 年 10 月 14 日 上午 7:29 
Buffalo,

I totally disagree with you on ranged units. They are still too powerful, if anything.
Buffalo 2024 年 10 月 14 日 上午 6:58 
@Volcano This mod could be improve in 2 way :

-1 find a way to nerf all ranged unitsas in Hecleas Battle mod : https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2996960714&searchtext=hecleas , including all potential additional units mods, because actually this mod affect only vanilla unit.

-2 The nerf on ranged units is actually insane making them absolutly useless, as user of extra longer battle that i'm looking it's only a little nerf for reequilibrate better with melee units.
Mobiusly Ghost 2024 年 10 月 7 日 下午 11:48 
Fair enough
Volcano  [作者] 2024 年 10 月 7 日 下午 7:32 
Sorry, no, I don't use SFO. :steamfacepalm:
Mobiusly Ghost 2024 年 10 月 7 日 下午 7:15 
SFO compatible version? This mod changes the stats of units other than reload rate and accuracy when used with SFO
Volcano  [作者] 2024 年 10 月 7 日 下午 2:32 
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 2024 年 10 月 6 日 上午 1:31 
are fire thrower type unit included ?
Volcano  [作者] 2024 年 10 月 2 日 下午 8:13 
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 2024 年 10 月 2 日 下午 7:15 
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  [作者] 2024 年 10 月 1 日 上午 11:57 
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: