全面战争:战锤3

全面战争:战锤3

True Unit Size (x2)
353 条留言
TheNihylus 10 月 19 日 下午 2:01 
@Void maybe it's compatible without a submod ?
TheNihylus 10 月 19 日 下午 1:43 
Hi @Void , is there a way to make compatible this for other modded race/faction like Jade-Blooded (Grand cathay mixed with Vampire) or Legion of Nagash, etc for example ? Because when i play with the True Unit Size x3, the factions like these without a submod didn't worked.. So is there a way you can do that or a way we can do that for ourself ?
kuroba 10 月 5 日 上午 10:36 
is there a way to change unit size while in campaign, Id like to change unit size for siege battles only but its annoying to always go to main menu first
King of Clubs 10 月 1 日 上午 6:50 
hi, i note that when (Community Bug Fix Mod) and (True Unit Size (x2)) are used together .. the kroxigor's in nakai campaign are not (x2) and stay 16 per unit, hope that can be fixed, thank you for the mod and your time :D
雨理理 9 月 23 日 上午 8:17 
Hello, Mr. Void, I found that the poisonous tree man and some beasts of Dacha of Wood Elf have not doubled their blood volume. Can you please repair it? Thank you. This is a machine translation. There may be some mistakes. Please understand
Void  [作者] 9 月 22 日 下午 12:06 
@SquatchMode
I checked and everything seems to be fine. Most likely a conflict between mods. Test it in skirmish with only the true Unit Size and see if the HP is correct.
SquatchMode 9 月 21 日 下午 9:53 
hello Void, TY for the mod, it looks like all heroes EXCEPT for Bretonnian Paladins have 2x HP. Paladins are at 5k HP, Damsels are at 8k... unless I have a mod conflict?
Pwner1 9 月 15 日 上午 7:45 
Time to combine with 2x of my super dudes and see what's up.
Mr_Bacons123 9 月 6 日 下午 1:42 
looks like it was submods for nanu's Dynamic Regiments of Renown that was causing the problem
Void  [作者] 9 月 6 日 上午 7:54 
I made a change to the mod's healing. Previously, ALL healing sources were nerfed by 50% to prevent immortal Lords/Heros/Units.
Now, only passive regeneration is nerfed by 50%, and all activatable healing spells are at 100%. (Feedback on this change is welcome.)

- All passive regeneration from any source nerfed by 50%. Activable spells remain normal.
Void  [作者] 9 月 6 日 上午 6:33 
@Mr_Bacons123
All the units you mentioned are correct.
Try it with just True Unit Size turned on, and see if it fixes the units.
Mr_Bacons123 9 月 5 日 下午 6:30 
awsome mod! immediately one of my favorite for the game! But im seeing some units not being doubled, like Bret men at arms variants, and kislev's basic Kossar variants, dwarven rangers and rangers with great weapons, miners with and without blasting charges. Empire knights and knight of the blazing sun, pistoliers went from 60 to 75 men per unit. anyone have a similar issue?
Farsight 9 月 5 日 上午 11:02 
You are a legend, thank you.
n.pedrazalis 9 月 5 日 上午 7:47 
THANK YOU
Sandro 9 月 4 日 上午 11:11 
thank for the update
GuyAintGOOD 9 月 4 日 上午 12:34 
epic, thankee mate. Also, cool profile pic Mr. ja to conformado com a derrota.
ceo 9 月 3 日 下午 10:57 
thanks for your work, plz check magic and hero/units damage it seems doesn't change
ja to conformado com a derrota 9 月 3 日 下午 7:06 
TY
浮夸s 9 月 3 日 下午 1:44 
I can't play the game without this mod:steamhappy:
Void  [作者] 9 月 3 日 下午 12:38 
Updated and ready for 6.3
KoreanBest 9 月 3 日 上午 11:03 
waiting...for... 23hours.... T_T
Void  [作者] 9 月 3 日 上午 10:48 
Update in progress....
Nem 9 月 3 日 上午 10:33 
@Premier666 if you use MCT, there is a setting in Caravans of the Old World to prevent that. Its only an issue if you are also using something like table top caps, etc.
NieOne 9 月 3 日 上午 5:40 
Please update. Thank you.
Pillman 9 月 2 日 下午 6:31 
Same. Please update. Thank you.
Farsight 9 月 2 日 下午 12:13 
Patch 6.3 seems to crash the game on launch
Dogbrain4 9 月 2 日 上午 5:46 
new update just dropped. helps game crash
ceo 8 月 29 日 下午 12:51 
crash 6.3 beta patch please update this cool mod ;-)
Moondise 8 月 28 日 上午 4:30 
Hey @Void I’ve always wondered why the unit barrier for the Tzeentch factions isn’t increased in this mod. With 2x units it feels useless, since ranged units can destroy the barrier with a single volley.
Premier666 8 月 25 日 上午 10:48 
I noticed that this mod has a soft incompatiblity with Caravans of the Old World, as the units in the caravans don't actually get the unit size buffs, so they get outnumbered on every fight.
It's not a big deal as most caravan armies are pretty strong even outnumbered, but i thought it was worth mentioning.
Griever - LFTM 8 月 19 日 下午 1:46 
what about Tower damage in sieges and magic damage from spells?
I love this mod, but I've noticed it impacting allot of gameplay in this way
oJy 8 月 10 日 上午 7:46 
AI doesen't seem to spread their units out. They just put them in small formation which makes them inferior in battle.
shin to skull 8 月 5 日 下午 1:42 
Can u make cavalry and some artillery sizes smaller for it is too much just boost their stats like lords
CheesyRamen 8 月 5 日 上午 11:07 
@Void, are you using a script to make all of these? I know RPFM has cli functionality which could be used as part of a script to extract the tables you need, then you’d modify the values you need and then pack it back up again. Uploading I guess is manual but I think CA’s mod loader only displays that option if it detects a change in the pack file.
Void  [作者] 8 月 4 日 下午 1:38 
@Moondise
Yes
Moondise 8 月 4 日 上午 11:34 
Do you plan to increase the range of passive abilities in the future? With x2 units, the range of passive abilities covers one or two units at most.
Void  [作者] 8 月 4 日 上午 11:21 
@Moondise
I personally prefer 2x.
For me it's the most balanced version, changing little from vanilla and having a cool visual impact.
Moondise 8 月 4 日 上午 11:18 
So... Which version will be more balanced, x2 or x1.5? Or are they the same?
ljoshalata 8 月 3 日 下午 4:44 
If you're truly interested in learning more about scaling complexity and magic in Warhammer 3, I can suggest reaching out to a Moscow-based Warhammer 3 player who also works as a modder on his own balance project. He has spent a long time refining his project to properly adapt the vanilla balance with increased numbers of monsters and unit HP. You can find more about him on Twitch here: https://www . twitch.tv/sapfira_rion/about
ParmenionGR 8 月 3 日 下午 3:48 
so basically damage spells can damage up to certain number of units? if so then up the damage by some percentage? not double, much less, like 15-20% ? this seems very difficult to solve. maybe increase the number of units that can take damage by 25% ? 100% increase in numbers that you did sounds overpowered to me too.
Void  [作者] 8 月 3 日 下午 1:20 
@ParmenionGR
I've already started some testing, but the results are strange. What I did was double the number of units that can take damage within the area of effect, and the result of doing this is doubling the damage a unit takes. But this doesn't match vanilla. The same skill has a unit at 1x, it would take 15% health, at 2x, doing this, the unit loses 30% health. This doesn't seem right to me.
ParmenionGR 8 月 3 日 下午 1:00 
if you do something to mages in x2 and x3 version, please @ me if you dont forget it. thnaks again
ParmenionGR 8 月 3 日 下午 12:59 
thanks!!! for now i am using the x2 as yes the mages are weaker but they can still -kinda- influence the battlefield a little bit. there are 600+ chaos armies remaining and they are recruiting non stop so its gonna last for a while :csgo_dead:
Void  [作者] 8 月 3 日 上午 10:31 
@ParmenionGR
I'll take a look at this after I implement the new items in Radious and SFO.
ParmenionGR 8 月 2 日 下午 1:20 
i THINK i found the ranges, db.pack > db > area_of_effect_displays_tables > data_
and the damages are at db.pack > db > special_ability_phases_tables > data_
rest about spells/abilities are all starting with special_ability i think.
Void  [作者] 8 月 2 日 下午 1:15 
@CheesyRamen
No. You need to edit item by item, the table is "ancillary_to_effects_tables" I've already implemented the table in this version 2x if you want to see it.
I've already implemented the table in this version (True Unit Size 2x) if you want to see it. (I'm implementing it in other Vanilla versions, and I'll see how difficult it is to do this in Radious and SFO to see if it's worth the effort)
CheesyRamen 8 月 2 日 下午 12:30 
@Void, is it the multipliers in one of these tables db/unit_stat_to_size_scaling_values_tables or db/_kv_unit_ability_scaling_rules_tables?
Void  [作者] 8 月 2 日 上午 11:52 
@CheesyRamen
Are flat damage bonuses from items and skills rebalanced in this mod? Good news - I found a method to increase the melee damage of items according to the version 2x 3x and etc... And it will be implemented.
Void  [作者] 8 月 2 日 上午 11:17 
@ParmenionGR
"1 - I don't know how to increase the range of spells. It's actually interesting to look at again now that I have more experience."
This applies to increasing spell damage as well. :sad_explorer:
Void  [作者] 8 月 2 日 上午 11:14 
@CheesyRamen
3- If single entities receive less healing, won’t that reduce the efficiency of limited use healing on them such as spells costing winds of magic? No and yes (This is a huge balancing problem with the increased number of units. Any unit heals by %, not by numbers. Example: Ability X heals for 15% of unit Y's total HP. And since all units have double HP, the healing IN NUMBERS becomes essentially the same as the vanilla healing. Why nerf the healing instead of making it heal twice as much since all units have double HP? Because this makes any unit with Regen invincible, since they will heal essentially twice as fast.)
4- Do melee units have longer ttks because only so many units can enter melee? No