Total War: WARHAMMER III

Total War: WARHAMMER III

887 ratings
More High Angle Fire (includes Stop Idling features)
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battle
Tags: mod
File Size
Posted
Updated
832.602 KB
Mar 11 @ 7:20pm
Jun 21 @ 1:31am
10 Change Notes ( view )

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More High Angle Fire (includes Stop Idling features)

In 1 collection by ArthasL1
Arthas联机合集
17 items
Description
Update (2025/05/17)
For unknown reasons, the Stop Idling mod was suddenly hidden. Many users in the comments have asked me to recreate its functionality, and I personally really appreciated the idea behind Stop Idling. In fact, both Stop Idling and my mod modify the same game file, and the main effects of Stop Idling come from tweaking a few melee-related parameters. For me, reproducing the same effect is as simple as adjusting a few numbers.
However, as a modder, I understand that even figuring out the role of a few parameters requires a significant amount of time and testing. That’s why I originally chose not to touch melee behavior in my mod—I didn’t want my mod to diminish the value of someone else's dedicated work.
But after trying multiple channels, I still couldn’t find out why Stop Idling was taken down, and the demand from players for similar functionality has only been growing. So, I’ve made a temporary decision: this mod will now include adjustments to melee-related parameters, meaning it can now serve the same purpose as Stop Idling in addition to its original "more high-angle fire" functionality. These changes include (but are not limited to): melee units engaging enemies more quickly; hybrid weapon units switching weapons more responsively; and units doing their best to follow move orders rather than being pulled back into combat just because a single model got stuck.
The values I’ve used are slightly different from Stop Idling’s, and under my settings, unit responsiveness is even faster than in the original Stop Idling.
If you know the reason why Stop Idling was hidden, feel free to let me know in the comments.

Overview
This mod increases the probability of curved-shot ranged units using high-angle fire when there is a risk of hitting allies. As a result, you no longer have to worry about your frontline infantry getting their backs filled with friendly arrows. Additionally, since high-angle fire is prioritized, this mod also greatly reduces the chances of ranged units being inexplicably obstructed from shooting.

In the base game, curved-shot ranged units (such as archers) have two firing modes: low-angle fire and high-angle fire. However, the vanilla game makes arcing units choose low-angle fire most of the time, often resulting in frontline infantry getting filled with friendly arrows from behind. My mod prioritizes high-angle fire for arcing units, significantly reducing friendly fire incidents.

Compatibility
This mod is compatible with all other mods, but for the best effect, it is strongly recommended to place this mod at the top in the mod manager. This mod is savegame compatible.

Now, this mod is also compatible with Stop Idling and Solve the problem of not firing. The high-angle fire logic and friendly fire reduction from my mod will take priority, while the other effects of these mods will still function as intended.

I mentioned these two mods because all three of our mods modify shooting logic to some extent, and many players have asked whether my mod can be used together with them. However, you do not need to enable multiple mods. If you only want more high-angle fire, then enabling my mod alone is sufficient. Some players have also reported that using my mod alone provides a better experience.

Frequently Asked Questions
Will this mod make arcing units always use high-angle fire mindlessly?
No, it won’t. Arcing units will still choose low-angle fire when appropriate—for example, when targeting large enemies or when there are no obstacles, as low-angle fire provides higher damage efficiency in those cases. They will only switch to high-angle fire when low-angle fire would result in friendly fire. I highly recommend subscribing and trying this mod out for yourself—in the vast majority of cases, the benefits outweigh any downsides!

Will this mod turn direct-fire units (such as gunners) into curved-shot units (such as archers)?
No, this mod does not affect the projectile trajectory of direct-fire units. However, my mod also optimizes the firing logic for direct-fire units. They will fire more easily than in the base game, but only when it won’t cause excessive friendly fire.

Will there be improvements when shooting at enemies on walls during siege battles?
Yes, but it requires some small tricks. First, it's best to keep your archers in a square formation. Then, place another unit (preferably cavalry or monstrous infantry) in front of the archers. This will make the archers perceive an obstruction, forcing them to enter high-angle fire mode.

I used Solve the problem of not firing and Stop Idling, but they caused severe friendly fire. Will your mod improve this issue?
Yes, my mod will significantly improve this issue. My friendly fire avoidance logic takes priority. As a result, your arcing units will use high-angle fire to avoid hitting allies. Your direct-fire units (such as gunners) will only fire when they can actually hit the enemy. If your gunners stop firing after using my mod, it's because they would only hit allies if they fired!

I'm not the author of these two mods, but I can tell you with certainty: No, you cannot use them together! These mods have not been made compatible with each other, and they will override one another, causing units to behave strangely. Therefore, you need to choose one of the two. In other words:
1. You can enable both my mod and "Solve the Problem of Not Firing" together.
2. You can also enable both my mod and "Stop Idling" together.
3. But you cannot enable "Solve the Problem of Not Firing" and "Stop Idling" at the same time.

Can I use only this mod?
Of course! My mod does not depend on any other mods.

Does this mod work for new units added by other mods? Does it work for AI?
Yes, it does.

This mod will be continuously updated, made purely out of passion. All I ask is for your support—please leave a like! Thank you all!
My other interesting mod:
More Legendary Heroes
Proactive Garrison Attack: All-Faction All-Region
183 Comments
玛丽莲猛撸 Nov 29 @ 11:54pm 
哈哈哈有个问题多翻了两页评论看到解答了。谢谢大佬的Mod
ArthasL1  [author] Nov 22 @ 7:09am 
@Lupo
The current version works fine and doesn’t require an update. There will be a new DLC next month, and I’ll update the mod when it’s released.
Lupo Nov 21 @ 11:40am 
when it will be updated?
w1h2ite Nov 3 @ 10:16pm 
伟大无需多言
Anachronisticon Oct 12 @ 3:54am 
I'd love to have a mod that does the reverse to prevent me cheesing sieges by simply shooting blind at enemies behind the walls by disabling the ability to shoot in such high angles.
ArthasL1  [author] Oct 10 @ 8:36am 
@蓝羽汇 距离肯定有影响啊,这个游戏的所有射击都必须符合物理规律的
蓝羽汇 Oct 10 @ 8:25am 
@ArthasL1 距离会影响后方远程兵种的射击吗?我打的时候巡林客和中树人挨得很近
ArthasL1  [author] Oct 10 @ 3:53am 
@蓝羽汇
我进游戏并用自定义战斗做了测试,没有遇到你说的问题。可能是你的其他Mod造成的,或是距离、地形等问题。
蓝羽汇 Oct 9 @ 8:08pm 
为什么我前排中树人在和敌人打的时候,后面的巡林客会无法射击?显示射界阻挡,既不抛射也不直射,甚至在和大蜘蛛打的时候也一样,大蜘蛛那么大个体型也能被阻挡?
ArthasL1  [author] Oct 5 @ 8:31am 
@foreverinlove 你遇到的问题和这个Mod没有一点联系。而且保险起见我也去测试了,没有任何问题。