Total War: WARHAMMER III

Total War: WARHAMMER III

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Thematic Archery Rebalance
   
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Sep 7, 2022 @ 2:59pm
May 2, 2024 @ 5:17am
6 Change Notes ( view )

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Thematic Archery Rebalance

Description
Works in 5.1, but changes not accounted for I'll probably depreciate this mod as CA are making decent changes.
Buffs/nerfs factions missile/ranged troops based on a generous view of the lore to give each race more personality and a distinct battle profile.

Super lightweight/compatible, also easily over-written by your favourite mods.
No artillery or Legendary Lords affected at all. Just missile troops.
Changes are not perfectly fair, but have had thought put into them; factions famous for range combat benefit, others minorly nerfed.
Little effect on auto resolve, I wager.


Versions
This is the standard version of TAR, that makes its changes, and inspired by RMT, makes some edits to missile trajectories - ie Crossbows are less able to fire in arcs over heads of troops, this is somewhat of a nerf to Dark Elves, Empire and Dwarfs. Makes no changes at all to other weapons trajectories.

TAR-RMT is this mod, but with RMT's exact edits duplicated, so bows have reduced trajectory in addition to crossbows.

TAR-Default is this mod but with NO trajectory edits whatsoever. So Crossbows behave like vanilla.


Only modifies projectiles_tables and TAR is specifically written so that it is easily over-wrote by other mods. So if you like its general changes, but fancy using some neat mods that buff/nerf a specific faction or perhaps specialise in guns like Sneks' BGP&E then you can!

Addiionally, will affect any new units other mods/dlc add!(in the majority of cases)

Doesn't touch land_units/ammo/accuracy or anywhere else, so should be really compatible with everything.

Save game compatible. Safe to remove.

Info
Tweaks behind the scenes stats to achieve its effects, see Zerkovich's great video, but here's a rough summary.
  • Range ='s Furthest range you can shoot.
  • Calibration Distance ='s Range you are really effective in, not just hit.
  • Calibration Area ='s Spread. So smaller the better.
  • Muzzle Velocity =s Projectile Speed
  • Vegetation ='s How long your projectile has "free passage" before forests block it.


Vegetation
VERY inconsistent in vanilla, mod normalises to roughy half a second(0.5). Meaning missile troops in general are much less effective firing into or out of forests, as they should be!
Guns penetrate more, about 0.7 sec, beastmen 0.8, Wood Elves 1.1 as examples.

So here's what the mod does, by faction. BENEFITS in BOLD negatives in normal font. In rough order of most benefitted to least. Most RoR's are tweaked to benefit slightly vs their regular counterparts.

Wood Elves
Said in lore to hit a target with pinpoint accuracy through the mazy branches of Athel Loren
Calibration Distance is now 90% of range. 1.1 sec Vegetation penetration time

High Elves
Eons of Practice and top tier discipline.
+5 Range to all, except Sentinel. Reload times reduced by 1 second.
0.56 Vegetation time for most units, Avelorn related, Agents and RoR's = 0.67.

Dark Elves
Get in close and execute.
10% better calibration area.
+1 missile dmg (normal)
+1 AP dmg (RoR's)
+9% AP dmg (agents)

Crossbow Trajectory adjustment.
0.5 Vegetation time for most units, Agents and RoR's = 0.55.

Dwarves
Precision Enginering, not so good in forests. NO changes to 'flame throwers'.
+5 Calibration Distance
-1 Calibration Area

Crossbow Trajectory adjustment.
Vegetaion 0.5 ~ 0.6(rangers) 0.63 (agents).

Cathay
Working in harmony to reload faster, small area nerf bypassble by shooting at appropriate range
-1 reload time
+1 calib area ( guns)
Range -5 (Bows/Crossbows)
Vegetation 0.45 ~ 0.7 (guns)

Kislev
Tried to represent a stoic, measured nature, but little used to forest combat.
+5 Range
+10 Calibration Distance

+1 reload time
+0.5 Calibration Area
0.45 Vegeation (guns) 0.35 (bows)

Vampire Coast
Plentiful gunpowder for the bang bang!
+5 muzzle velocity
+1ap dmg for hand cannons

Vegetation = 0.58

The Empire
Guns more effective within range, greater spread at distance
+5 calibration distance (guns)
+1 calibration area (guns) but only +0.8 for Agents & RoR's
Vegetation 0.5 ~hunters 0.6 ~bullets 0.75
Crossbow Trajectory adjustment.

Norsca
Ferocious but undisciplined. Very minor tweak
+10% muzzle velocity.
+10% Calibration area.
Vegetaion = 0.42

Lizardmen
Slightly odd that terradon riders had same range as foot soldiers despite height
+5 range, all Terradon Riders
Vegetation = 0.69


Skaven
Poorer engineering than dwarfs, but tiny nerf effectively. NO changes to 'warpfire throwers'.
+1 Calibration area for NONE RoR units.
Vegetation 0.2 Throwing Stars, 0.25 slings, 0.42 guns.

Bretonnia
Underfed peasants lack strength to draw a bow, but mass fire
Foot peasants +1 vs infantry
Foot peasants -10 range
Foot peasants -10% muzzle velocity
Vegetation = 0.5

Beastmen
Good in forests, marksmanship decrease is very minor effect -1 from 30 isn't much.
Vegetation = 0.8
Markmanship -1

Chaos
Slightly worse spread.
+ 10% calibration Spread
Vegetation = 0.42

Tomb Kings
Unacustomed to forest combat, minor marksmanship reduction.
-1 markmanship
Vegetation 0.25 skelis, 0.6 Ushbati

Ogres
Not craftsmen just using the stuff they loot,
-5 Muzzle Velocity.
Vegetation = 0.4 (pistols) 0.5 (others)

Greenskins
Wanted to reign the efficiency of goblin arrow spam somewhat, and reflect poor tech.
+5 range orcs
+5 range arachnaroks

- 5 calibration distance, all.
-1 dmg Only the very basic goblin bow.
Vegetation = 0.47

All others: Including CHAOS DWARFS; NO EFFECT. Feedback welcome.

My Mods







Please eat the rich, ~Neil
37 Comments
Neil  [author] Jun 1, 2024 @ 1:04am 
It very likely does, but not guaranteed.
A goblin shoots a "goblin bow", if a modder adds a goblin archer varient unit, they will most likely just 'equip' them with a "goblin bow". In such a scenario then yes, this mod will work on the modded unit. Equally, if they add the vanilla "High Elf Bow" to their goblin unit, it'll work because TAR modifies the vanilla bows(projectiles).
If however the modder creates their own custom bow (projectile) with unique values etc and equips that to their units, then no.

But creating a bow is a lot more effort when you can just add a vanilla one from a drop down table, so in 99% of cases id assume TAR would take effect.
Candyman May 31, 2024 @ 12:13pm 
Hey i was just wondering does this apply any trajectory changes to custom units too?
Or is the change needed for that less of a global thing and instead something you gotta tweak for every unit itself.
Neil  [author] May 2, 2024 @ 5:36am 
Works with ToD -see changelog.
Serious Lee Apr 8, 2024 @ 2:01am 
Does this mod need an update?
Neil  [author] Nov 24, 2023 @ 1:54am 
Sorry not this mod.
Try https://steamcommunity.com/sharedfiles/filedetails/?id=2855678063& tho it doesnt have all new units, onyx fellas, akshina etc
Iustus Lannister Nov 23, 2023 @ 9:14am 
Hi, is there a version that only fixes crossbow behaviour to be more realistic?
nflickner Sep 24, 2023 @ 4:10pm 
This mod looks really cool. Something I'm noticing as I'm playing is just how strong ranged units are in general. I'm sure you get alot of requests, but I figured it can't hurt to ask right? Would you please be willing to make a similar mod, or adjustments to nerf ranged units in general, in addition to the changes you've already made? I think it would bring alot of balance to the game.
Neil  [author] Aug 6, 2023 @ 9:39pm 
Nothing broken, the default Mod Manager just has an obnoxious yellow triangle that bothers some peeps. I do "updates" for each major patch, next is when Shadows of Change launches.
Winter Aug 6, 2023 @ 8:39pm 
Why are you asking for an update? Do you think something is broken?
BuIIzEyE (GER) Aug 6, 2023 @ 9:13am 
Update maybe ? Very cool mod.