Total War: WARHAMMER III

Total War: WARHAMMER III

More High Angle Fire (includes Stop Idling features)
Showing 1-9 of 9 entries
Update: May 16 @ 4:39pm

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.

Update: Mar 25 @ 11:42am

Updated for Patch 6.1

6.1版本更新完成

Update: Mar 23 @ 1:10am

Based on feedback in the comments, even fire modes that don't cause friendly fire will now also prioritize high-arc trajectories.

根据评论区的需求,不会造成友军伤害的开火方式也会优先选择高抛射。

Update: Mar 14 @ 1:00pm

Update: The shooting logic has been further optimized. When a ranged unit's projectiles do not cause friendly fire (e.g., Blessed Field Trebuchet from Bretonnia), the unit will now prioritize the most efficient firing method instead of a friendly fire avoidance method. If you enjoy my mod, please consider leaving a like to support it—I'd really appreciate it!

更新:进一步优化射击逻辑,当远程单位的子弹属于不会造成友军伤害的子弹时(例如巴托尼亚的神佑野战投石机),那么这个远程单位将选择输出效率最高的开火方式,而不是避免误伤的开火方式。如果你觉得我的Mod还不错,还请点个赞支持一下。

Update: Mar 14 @ 12:03pm

Update: Mar 12 @ 2:30pm

Update: Mar 12 @ 11:18am

Important Update:
My mod is now truly compatible with "Stop Idling" and "Solve the problem of not firing"! The high-angle fire logic from my mod will take priority, while the other effects from these mods will still function as intended.

重要更新:
现在,我的Mod真的可以和“Stop Idling”或“把算力偏向远程单位”兼容了。我的高抛射逻辑和避免误伤逻辑会优先生效的同时,这些Mod的其他效果也会照常生效。

Update: Mar 11 @ 9:32pm

Update: Mar 11 @ 7:20pm