Total War: WARHAMMER III

Total War: WARHAMMER III

502 ratings
More High Angle Fire
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Tags: mod
File Size
Posted
Updated
832.367 KB
Mar 11 @ 7:20pm
Mar 25 @ 11:42am
8 Change Notes ( view )

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More High Angle Fire

Description
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
101 Comments
NorscanWarlord Apr 25 @ 5:24pm 
oh alright got it, a yes or not would have worked too xD but sure i'll check cheers
ArthasL1  [author] Apr 25 @ 3:53pm 
@NorscanWarlord
You can find a detailed explanation about that in the FAQ section
NorscanWarlord Apr 25 @ 3:48pm 
alright, thanks for the info :) does it affect gunpowder units aswell? i'm mainly playing chaos dwarves, pretty much all the time
ArthasL1  [author] Apr 25 @ 3:44pm 
@NorscanWarlord
Usually no update is needed unless CA makes another mistake like they did with the 6.1 patch.
NorscanWarlord Apr 25 @ 3:29pm 
will this mod need to be updated every patch devs drop? i was looking to add this to a personal modpack i keep for myself and friends
ArthasL1  [author] Apr 18 @ 6:52pm 
@Vircyo
If you have any questions, feel free to leave a comment in English — I’ll be happy to reply in English as well.
Vircyo Apr 18 @ 6:48pm 
can you all speak English?
ArthasL1  [author] Apr 17 @ 10:57am 
@Shaft Ten
对于我们几个Mod,更改排序不会影响任何效果。其他方面你理解的是正确的。
Shaft Ten Apr 17 @ 8:21am 
抱歉我说的有点不清楚。to 2.我说的随意移动破坏阵型是指射击转向时兵牌会整体旋转,这个在我看来就足够破坏阵型了。hold position是让每个单位原地转向而不是把兵牌转向。如果你和这个mod之间没有什么代码数据覆盖的话,那应该是兼容的。to 3.我知道的,就只是问一下,是不是比如说,把你的排序放到最下面,那么另外三个的mod的关于无视友伤的倾向就会更高。我看了下似乎stop idling有说加强了无视友伤强行开火的设定,还提到过如果他的设定依然太高的话,建议用你的mod覆盖他的设定,所以我是可以考虑更改该mod和stop idling的排序来调整出自己想要的强制开火倾向是吗?
至于passive shooting revised 和 hold position似乎并不会覆写stop idling和这个mod的任何更改,我这样理解对了吗?
ArthasL1  [author] Apr 17 @ 6:30am 
@Shaft Ten
1. 排序不影响效果,随意排。
2. “随意移动破坏阵型”是6.1版本更新后出现的原版游戏Bug,Mod解决不了,只能等CA自己修复。
3. ”无视召唤物开火“这种功能我目前没有见过,因为召唤物本质上和普通部队没有区别,没法区别对待。