全面战争:战锤3

全面战争:战锤3

Missile Troops - Melee Fix
39 条留言
cl_drawhud 0 8 月 29 日 上午 12:15 
amazing
Vedat Çölgeçen 7 月 7 日 上午 4:47 
updt pls
Jalapeno 4 月 10 日 下午 10:20 
do we need an update on this mod, please?
Fungi 3 月 19 日 上午 9:39 
Easily one of the best mods / fixes available for Warhammer 3, As it is quite annoying to have to micro all of your ranged units to fight in melee if they're unable to move out.

Kislev especially suffers from it, however I will say that this does somewhat affect the difficulty of the game for the player as you no longer really have to pay attention to your ranged units aside from making sure they're moving if they're engaged in a fight.

It's very minor and honestly I don't think affects it to much, but I definitely see Newer players relying on this more than actual skill.
dargonfish 3 月 15 日 下午 3:07 
Correct me if I'm wrong but does this mod just make it so that if frontline engages in melee the whole unit just hard commits to melee?
Budoshi 3 月 11 日 上午 8:20 
kislev suffer the most of that constantly using pistols in close melee instead of their melee weapon is annoying.
Khazukan Kazakit-ha! 2 月 19 日 下午 2:39 
@Ratterdash thank you very much for the quick response!
And you are clearly more knowledgeable in this topic than i could ever be!
:steamthumbsup:
Ratterdash 2 月 18 日 下午 11:22 
@The Big Lebelski - First off, I'm by no means an expert, so this is just from an observation through the files. The default game uses a set of values that is higher than the values used in these mods, and is, from the top of my head, for example how many entities in a unit needs to be in melee, for them to equip their melee weapons, or react otherwise.

"Missile Troops - Melee Fix" uses some lower values than "Stop Idling - Improved units reaction speed", but not by much and they are almost the same, so by using the first mod means that fewer units needs to be in combat before they react.
Khazukan Kazakit-ha! 2 月 18 日 下午 5:58 
@Ratterdash what do you mean with "Missile Troops - Melee Fix" on the other hand uses lower values?
What do you mean with the lower values?
thanks in advance!
Ratterdash 2 月 10 日 上午 12:14 
@henry - I've compared both mods, and they both change the same three lines. So they pretty much do the same thing. But "Stop Idling - Improved units reaction speed" have a couple more changes that handles Friendly Fire and Obstruction.

"Missile Troops - Melee Fix" on the other hand uses lower values, so you might experience a slight quicker response. But the numbers are pretty close to each other, and they're both improvements over the default values.

You can use this mod above the "Stop Idling" mod, and you'll have the quicker response time, but keep the changes made to Friendly Fire and Obstruction.
Shorewall  [作者] 2 月 3 日 上午 5:43 
@Wargur This is not part/ integrated with the overhaul, just in case it's not everyone's cup of tea. Definitely use it along side, thanks! 👍😎
henry 1 月 29 日 下午 7:57 
Archie 1 月 29 日 上午 10:18 
Do i use this alongside with ready for war overhaul or is it integrated?
Tingu 1 月 18 日 下午 9:14 
good update!
ThrobbingforMorbius 1 月 18 日 下午 8:00 
Will the guys at the back still be shooting? or will hybrid units like free company and streltsi keep shooting in melee?
Shorewall  [作者] 1 月 18 日 下午 4:48 
Group melee attack threshold increased (to allow more shooting) Trying to find a balance between back line shooting and throwing down 👊
Chef 1 月 17 日 上午 1:04 
I like the mod because it's kind of ugly that constant weapon switching in melee, but this is something that can be solved by putting the shooting unit in melee combat mode. It's a nuisance but with the mod the rows of soldiers in the back always lose support by firing their weapons in melee, this is something obvious with the free militia companies. The ideal for me would be that the front rows in combat were not constantly changing weapons while the ones in the back support them with shots.
BunnyMuffin 1 月 16 日 下午 5:58 
Is this something that SFO already does or if not would be compatible with SFO?
Guvenoren 1 月 16 日 上午 7:54 
This will hit free company militia hard.
Incata 1 月 16 日 上午 3:30 
There are some units like the pink horrors where their performance in combat is seen as compromised, as the units at the back will not attack either at range or in hand-to-hand combat and since they do not have a weapon change animation it is quite noticeable, it's just an observation, thanks for sharing the mod.
Pet Mudstone 1 月 15 日 下午 5:25 
@Arker The mod isn't included in Community Bug Fix, no.

Anyways to the actual implementation, I tested this in Skirmish and every individual in a missile unit (I tested with both Streltsi and Ironsiders) immediately switched weapons once engaged in melee. None of the ones in the rear kept their ranged weapons out to support the people in combat regardless of how deep I made the formation (from 2 ranks deep to 6 ranks deep to 30 ranks deep!) and regardless of if guard mode was on or off.

Still seems better than default behavior though, what with vanilla Streltsi in the backline just vibrating most of the time instead of actually doing anything for instance.
Arker 1 月 15 日 下午 1:43 
does this mod already merged with Community Bug Fix mod?
if not, would be?
Shorewall  [作者] 1 月 15 日 下午 12:12 
@Ace2643 Yes this mod is compatible with 100% everything. Animations and stat changes, new units what have you. It only affects the issue that switch loops missile troops 👍
Shorewall  [作者] 1 月 15 日 下午 12:09 
@mario if he piss Yes this affects all ranged units, heroes, infantry, cavalry and monsters. Does not affect artillery crews as they don't switch weapons 👍
Ace2643 1 月 14 日 下午 9:52 
Is it compatible with reload animation mod or mods that edit unit stats?
minecraft with gadget 1 月 14 日 下午 2:53 
Does this do anything to help hybrid lords/heroes? They're borderline useless in melee and sometimes even at range because they won't stop weaponswapping.
Shorewall  [作者] 1 月 14 日 上午 8:17 
@Rustic "Kalessin" Citrus Thanks! 👍😎
Echo 1 月 14 日 上午 3:13 
In your video, none of the crossbows in the back are actually shooting. All switched to melee, even if they're not actually part of the combat.

I'm a bit doubtful, I'll have to test it for myself in various scenarios.
Rustic "Kalessin" Citrus 1 月 13 日 下午 7:44 
Honestly I second the lovely modders whomst mods I use a lot of!

This is amazing, I would be suprised NOT seeing this in the bug fix!
Autumnchain 1 月 13 日 下午 12:09 
This deserves to be in the Community Bug Fix. Will you send it to them?
RagnaroK 1 月 13 日 上午 11:56 
Sounds pretty damn good.

If you actually manage to get the backline shooting while the front is engaged in melee, you might have stumbled on something big, as I recall someone in another mod wanting to make some pike and shot units, but was unable to do a mixed unit, which you kinda sound like you got here. :steamsunny:
Shorewall  [作者] 1 月 13 日 上午 10:02 
@Daverin2112 Indeed! The backline rank firing distance can be adjusted as well, so if it seems like not enough away from the scrum are shooting let me know. I'm open to and rely on user feedback 👍😎
Daverin2112 1 月 13 日 上午 9:32 
If they still can get backline firing, then this is excellent work! Either way, interesting mod.

Also, weapon swapping bugs/jank is a time honored tradition. Those who used pikes in Medieval 2, you know what I am about. ;)
Shorewall  [作者] 1 月 13 日 上午 9:26 
@Daverin2112 Yes (both with & without guard mode) incredibly unfortunate and horribly poor. I've seen far too many gud men die switching back and forth between sword & rifle with a Chaos Marauder in their face. Now units in far back ranks will still shoot at enemies engaging in melee but won't try to switch back and forth if they're in the fight 👍
Shorewall  [作者] 1 月 13 日 上午 9:15 
@RagnaroK An astute observation, but believe me I've tried everything in game to alleviate the issue. Even if missile troops are put into melee mode and ordered to attack they'll still lock into the switching loop. Only if you set them to melee mode and turn off fire at will does it not occur. Then once out of melee you must turn back on fire at will and of course switch off melee if you want to target at range. Just a complete mess. Now things function intuitively as nature intended. They shoot freely, can be ordered to target enemies, defend themselves fully in melee combat and can still be ordered into melee combat to charge down foes 👍😎
Daverin2112 1 月 13 日 上午 8:43 
Sounds like it's an unfortunate consequence of guard mode making ranged units in melee attempt to have backlines continue to fire into the melee battle, and it just poorly swapping weapons as circumstance dictates.
RagnaroK 1 月 13 日 上午 8:34 
Not trying to be rude, but is it not due to people forgetting to switch their ranged units to melee and vice versa depending to the situation?

Good mod though if its actually a bug. :Dominated:
Shorewall  [作者] 1 月 13 日 上午 8:11 
@Nukular Power Thank you! I was soo stoked when I finally figured out how to fix one of my biggest gripes in the game 👍😎
Nukular Power 1 月 13 日 上午 8:06 
Wow, this shoudl be very interesting to try! Thank you!