全面战争:战锤3

全面战争:战锤3

The Tooltip Project
64 条留言
Masterdelta41  [作者] 12 月 9 日 上午 1:51 
Just Updated the mod, there where many tooltips that were fixed with this update like Beorg Bearstruk now showing Anti Infantry instead of Anti Large
Weissrolf 12 月 6 日 上午 3:12 
Works fine here after the update.
Masterdelta41  [作者] 12 月 4 日 下午 10:40 
@CoyoteHandsome that is a relief thank you for letting me know
天会下雨吗 12 月 4 日 下午 9:19 
good
CoyoteHandsome 12 月 4 日 下午 5:39 
@Masterdelta41 I played with only this mod on Dechala until turn 6 and saw no issues. Opened it in RPFM and had no errors either.
Masterdelta41  [作者] 12 月 4 日 上午 7:20 
Can you guys let me know if the mod needs an update when the patch comes out? I won’t be able to update it until the weekend. It shouldn’t crash the game and everything should be normal. I will look into the new stuff if they need to be corrected.
Khazukan Kazakit-ha! 12 月 3 日 下午 7:12 
ah okay, thanks then!:steamthumbsup:
Masterdelta41  [作者] 12 月 3 日 下午 2:38 
@Khazukan Kazakit-ha! All the mod does is comestic changes that make the game more clear and give accurate information. So there is no game altering changes
Khazukan Kazakit-ha! 12 月 3 日 下午 12:49 
or is it intended to be a bug fix or what man?
Khazukan Kazakit-ha! 12 月 1 日 下午 5:21 
i would have used this mod if it were purely a bug fix, like with the elemental bear if you would just want one example for it.
Khazukan Kazakit-ha! 12 月 1 日 下午 5:17 
@Waveshaper
It looks like an essay, so no, of course not lol.:WH3_greasus_rofl:
Honey Papa 12 月 1 日 下午 1:56 
Thanks bro, Lore Master coming in clutch to make this game somewhat make sense lol
Eyshma 11 月 30 日 上午 2:52 
@gasai_yuno03 Don't use the linux port of this game. It runs like crap and most mods don't function on there. You can setup ProtonGE and run the game on the native windows version.
Masterdelta41  [作者] 11 月 29 日 上午 6:15 
@gasai_yuno03 This mod uses data sniping which came out 6.3. What version of Total Warhammer 3 is Linux on right now?
Dragon32 11 月 29 日 上午 2:17 
@gasai_yuno03
Doesn't the Linux port only update on major versions? Maybe wait until versions are in step if that's the case.
gasai_yuno03 11 月 29 日 上午 1:21 
Sadly this mod makes the game crash on Linux
Waveshaper 11 月 18 日 下午 11:19 
@Khazukan Kazakit-ha! : did you read any of the text images?
Khazukan Kazakit-ha! 11 月 18 日 下午 10:59 
an update to the tooltips?
okay i guess, thanks for the quick help!
Masterdelta41  [作者] 11 月 18 日 下午 10:56 
@Khazukan Kazakit-ha! more like an update
Khazukan Kazakit-ha! 11 月 18 日 下午 10:46 
is this supposed to be a bug fix or what?
Masterdelta41  [作者] 11 月 18 日 上午 7:29 
@Waveshaper I put those spell descriptions so it is easier to see. I know it is a duplicate but it helps a lot of people know what the spell does faster.
Waveshaper 11 月 18 日 上午 2:29 
I am beyond thankful for the unit cards, but I must also say I find some of the spell description updates redunant duplicates. It clearly says if it's for one unit (Affects all units in range OR Affects unit in range: 1) even on your screenshots. As for the rest, fantastic work.
Masterdelta41  [作者] 11 月 17 日 上午 8:29 
@Balthasar23th It has been linked, thank you for making the submod
Balthasar23th 11 月 17 日 上午 2:31 
Thanks for this awesome mod. I've made a German translation and would be delighted if you could link to it. Keep up the good work!


https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3607436758
Waffle 11 月 16 日 上午 5:23 
THANK YOU! :steamthumbsup:
Sleepy 11 月 8 日 下午 3:24 
ah i should try this out, don't like the game lying to me
Masterdelta41  [作者] 11 月 5 日 上午 8:40 
@Kixel it is compatible
Kixel 11 月 5 日 上午 8:25 
I'd assume it is, but i'll ask anyway: Is this compatible with "Helper UI"?
Masterdelta41  [作者] 11 月 4 日 上午 11:57 
@이스나이 I put in the description, thank you for making this submod.
이스나이 11 月 4 日 上午 10:43 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3599724487
I made it! “Thank you for giving me permission to create the Korean sub-mod!”
Masterdelta41  [作者] 11 月 4 日 上午 7:08 
@ 이스나이 yeah do it, let me know when you publish it and I will link it in the description with your username.
이스나이 11 月 4 日 上午 5:52 
Could I make Korean Translation Submod? :)
Mikul 11 月 3 日 下午 9:06 
Just started playing so I appreciate the fixes. It'd suck to not be taught properly by incorrect in-game information, especially for the spells. Thanks
Panoramix 10 月 31 日 下午 12:04 
modders can a fix the game but not THE ♥♥♥♥♥♥♥ COMPANY DEDICATED TO CREATE GAMES (good job btw ty for the mod)
Masterdelta41  [作者] 10 月 26 日 上午 10:33 
Everything NOT changed by patches will always work and this mod won’t crash your game. I will update the new units, and spells if necessary.
Masterdelta41  [作者] 10 月 26 日 上午 10:30 
@Weissrolf only when they add new stuff or change tooltips.
Weissrolf 10 月 26 日 上午 10:16 
But this also means that you need to keep the mod updated for each patch, correct?
Masterdelta41  [作者] 10 月 26 日 上午 10:07 
@Weissrolf exactly, and also add info that is important to a unit as well
Weissrolf 10 月 26 日 上午 9:43 
Ah, so your mod didn't remove the tooltip to save space, but to fix a wrong information. Great and thanks!
Masterdelta41  [作者] 10 月 26 日 上午 7:42 
@Weissrolf It is not unbreakable anymore, that got changed with the introduction of elementals
Weissrolf 10 月 26 日 上午 2:09 
Thanks for the mod. I wonder about the "Elemental Bear" example, though. Is it really more important to state that it's "Armored" than to know that it's "Unbreakable"?
Zack 10 月 22 日 下午 5:22 
May god bless you with someone who givees you back arching sloppy toppy, ♥♥♥♥ like this is a necessity with how convoluted and bloated this game is.
Dirigible 10 月 22 日 上午 1:45 
Unfathomably based work thank you
Computer(Easy) 10 月 21 日 上午 6:24 
@TheCatGod Because there's no reason to lie to the player about it in the first place, and plenty of people (myself included) forget about it from time to time and have to re-discover it the hard way.

YMMV though, I just like for my units' stats to actually be accurate, there's essentially no point in giving the player a unit's stats if there's a bunch of drastic hidden caveats that mean you can't actually use the information the game does tell you because it's incredibly inaccurate.

Even just the facts that all units have a hidden +35 Melee Attack and that armor actually comes with a whopping 50% variance is enough to completely throw off any estimates or expectations the player will have about combat based on the information the game gives them.
TheCatGod 10 月 20 日 下午 2:36 
For my input about the 35 hidden melee attack. It just sounds like something where if you know about it, you don't need it, and if you don't know about it, it doesn't matter since it applies to everyone. Why make it visible?
Masterdelta41  [作者] 10 月 20 日 上午 6:36 
@Niklasbane(PM) that is cool way to showcase the invisible +35. There is an issue though this will make the mod look like a cheat mod/altering mod. Especially since not a lot of people know about the +35. I changed the tooltips for armour, charge bonus, melee attack and melee defense in this mod to showcase how they work though. I honestly think though your idea is a good standalone mod and you should post it.
Computer(Easy) 10 月 20 日 上午 5:15 
In "Effect" set it to your custom effect in every field.
In "Effect Scope" set it to "faction_to_force_own" in every field.
In "Effect Value" set it to 35 in every field.

Create your own _kv_rules_table and set "melee_hit_chance_base" to "0".

Done!
What you just did:
Removed the hidden +35 modifier that the engine adds to units and then re-added it via the game's difficulty settings to all units that have an entry in the unit_set "all_units" (which is all units in the game) on every difficulty so now they all get a visible +35 to their melee attack.

The Pros of this approach is that it's a difficulty tweak not a direct change to the unit stats, so it's FULLY compatible with any mods that tweak the actual stats of units in the units_table, and even works on units added by other mods so long as the modder remembers to add their unit to the all_units unit set.
Computer(Easy) 10 月 20 日 上午 5:15 
@Masterdelta41 I was already working on a mod with the same goal as yours but mine hasn't gotten as far in development and does something that yours doesn't; makes the invisible +35 Melee Attack visible in every unit's stat so it actually reflects what the real value is.

All you have to do is create a custom effect in effects_tables.
Set "Is Positive Value Good" to True.

Create a custom effect_bonus_value_ids_unit_sets table and an entry with the "Bonus Value Id" set to "melee_attack_mod", set "effect" to your custom effect, and "unit set" to "all_units"

In the campaign_difficulty_handicap_effects_tables, create 10 entries.
First, 5 entries with the "Campaign Difficulty Handicap" going from -3 to +1 and the "Human" toggle set to TRUE.
Second, 5 more entries with the "Campaign Difficulty Handicap" going from +3 to -1 and the "Human" toggle set to FALSE.

TBC
Computer(Easy) 10 月 20 日 上午 4:40 
@Neil There exists a database table called _kv_rules_tables which contains a bunch of variables for rules used by the engine. One such rule is called "melee_hit_chance_base", which is set to 35 by default, and it adds the desginated value into every calculation that uses melee attack whenever such a calculation is triggered.

For example, if a unit that has 15 melee skill attacks an enemy with 10 melee defense, it LOOKS like it will have a 5% chance to hit but when it actually ATTACKS an enemy, the engine adds an additional (invisible) +35 to it for a total attack value of 50, meaning the chance to hit it actually 40%. (ignoring any circumstantial factors for the sake of making this example)
Wumbolord 10 月 19 日 下午 4:57 
@Neil : If you want a in depth explanation about hit chance, just search on youtube "Battlesey melee attack." It'll be the top three videos explaining about melee attack/defense.

Short answer is you take an attacking unit's Melee Attack (say it's 40) and add a base 35 that every unit gets = 75. Now subtract the defending units Melee Defense (say it's 20) and thats the chance the attacking unit will hit the defending unit (75 - 20 = 55% chance.)
Now of course there's a whole other bunch variables such as terrain, bonus vs infantry/large, attacking from the side/back, if the units are tired, etc.