Total War: WARHAMMER III

Total War: WARHAMMER III

Realistic Accuracy Mod
173 Comments
Volcano  [author] Jul 7 @ 6:31pm 
Hard to say since I don't use the Radious mod, but others might know the answer. I'd say it should work with it, as long as that mod doesn't add or adjust the projectiles in any major way. It can add more units of its own, that is fine, but if it alters the projectiles then those alterations would be lost.
CatWizard33 Jul 6 @ 9:24am 
Would this work with Radious, or is it unit-specific tweaks that would break the balance of added v.s. original units?
Knee Zahm Jul 5 @ 6:45am 
i see, thanks for the reply, i finished the campaign and enjoyed the mod a lot, def will me using in more campaigns!!
Volcano  [author] Jul 5 @ 1:46am 
Don't think so, usually Lords/Heroes use their own special projectile weapons that aren't affected, but if you have an L/H that uses an ordinary missile weapon, then possibly (but that would be because they are using a standard weapon, not a special one).
Knee Zahm Jul 4 @ 3:17pm 
trying this out in my cult of sotek campaign and enjoying it so far, does this affect ranged lords and heroes as well? i noticed that my skink chief does barely any damage in battles :steamsad:
Volcano  [author] May 1 @ 4:29pm 
It all uses the same variable; there is no separate one for high angle (indirect) vs. direct-fire accuracy value. It is definitely one of the primary weaknesses of the TW series' ranged combat behaviors.

Pharaoh Dynasties tried to address this in a clever way, why having different modes for the ranged unit to be in - direct and indirect fire - which caused the to use entirely different ammunition, allowing the indirect fire to be less accurate, and direct fire to be more accurate. It worked well there, and is one example of CA Sofia being good at what they do (and underrated), but of course WH3 doesn't do this, since it is older.
Norym May 1 @ 1:03am 
yea but when youre playing orcs against waywatchers, sisters, shards/shades, or dragon crossbows its an awful experience :( when you just need to get through their infantry with your infantry and no cavs

is there an accuracy setting just for arcing / high angle fire? or do they use the same stat?
Volcano  [author] Apr 30 @ 7:06pm 
It could be done by lowering the maximum firing angle, to prevent them from firing like mortars, so close. But then given how WH3 is, and how bows (not crossbows) are typically the weakest of the missile units (besides slings), it might make them too weak. So it is a difficult issue to improve without making it where players avoid bows altogether.
Norym Apr 30 @ 7:01pm 
how do you make arcing fire especially even worse? i think all the feeling of archers being op stems from the fact that they can use all their missile strength behind an ally
Volcano  [author] Apr 2 @ 1:46am 
Thanks for the compliment, glad you like it. :steamhappy:
Have fun. :WH3_clasp:
nah nah bro Apr 1 @ 11:14pm 
Just want to say thanks for creating this mod!!!
To only negate accuracy with inexperienced unit but not completely is truly an awesome implementation, this makes range factions rewarding while not being too OP early game.
Volcano  [author] Mar 26 @ 3:19pm 
I updated it, no more capital letters in the tables. It was tedious, and CA says they will fix it, but I don't quite trust that a future update will not break it again so the change/fix here doesn't hurt.
Khorne Mar 26 @ 3:15am 
With patch 6.1 we get a CTD with this mod, it seems to be related to uppercase in packed files : https://steamcommunity.com/workshop/discussions/18446744073709551615/591766810822459412/?appid=1142710
Volcano  [author] Feb 14 @ 12:06pm 
The problem is that it is not easy to do, but you can certainly try it using the Rusted Pack File Manager (RPFM). The tables only contain the ones that were changed, so it isn't exactly easy to just change the numbers back to originals, without going line by line through each one.
Rådyr Feb 14 @ 9:26am 
I see, thanks for answering. Is there a way I can adjust it, or is there a lite version planned? I love the concept but find it a bit too strict.
Volcano  [author] Feb 10 @ 6:43pm 
Sorry, no, its all in one table, so its not like I can turn off a part of it.
Rådyr Feb 9 @ 11:25am 
is there any possibility for a version that's just the reduced reload rate?
Volcano  [author] Jan 28 @ 12:12am 
Thanks, glad you like them. Have fun! :WH3_clasp:
夏云枫 Jan 27 @ 8:53pm 
I love your longer battle mod, I subscribe to almost every Total War game because the game is so fast, thank you for such a great mod!:steamhappy:
Volcano  [author] Jan 27 @ 12:05pm 
Yes, the mod only affects "small arms", essentially, not cannons or towers because, at least in my opinion, those are "OK".
夏云枫 Jan 25 @ 10:12pm 
After playing it, I found that the loading time of the cannon is still the same as the original version. Is this a feature?
Brenbold Jan 25 @ 5:22pm 
Did you integrate the musket module into this mod? I noticed the link for it wasn't working
L0rd_Bяoz Jan 6 @ 4:19pm 
good luck playing hybrid races with that, u gonna enjoy festus a lot on those karl runs
Volcano  [author] Jan 6 @ 3:49pm 
Either way, it does not matter -- neither contains anything from the other.
Volcano  [author] Jan 2 @ 4:55am 
Thanks, glad you like it - give it up a thumbs up if you haven't yet. :steamsunny:
Have fun!
Nukular Power Jan 1 @ 11:16pm 
jeez, this should be one of the top mods out there imo - been wishing for something like this for so long
minecraft with gadget Dec 31, 2024 @ 6:59pm 
Also, Empire Archers still do great against unarmored enemies in my experience.
minecraft with gadget Dec 31, 2024 @ 6:58pm 
Reuploaded my compatibility patch for TEB and Araby + musket adjustments. Requires the base mod, which IMO is essential.
https://steamcommunity.com/sharedfiles/filedetails/?id=3396064996
Volcano  [author] Dec 9, 2024 @ 12:50pm 
Thanks for the feedback. Unfortunately, I don't change individual values to make something better or worse, I do a uniform adjustment to keep it consistent (I have to otherwise, it is impossible to update with patches). So, if they are useless, it's because they are mostly useless already.

Rhetorically, aren't the Empire archer units essentially the ranged spam-unit version of Goblin archers, or tier 1 melee infantry (such that you always want to replace them as soon as possible)? In my experience, they are only good for fortress garrisons, firing from height on walls, or just general shooting in the rear.
EvilNando Dec 9, 2024 @ 12:29pm 
hello, I like the mod but it feels like empire archers are just now useless, I know they were not great before but this effectively makes them not worth recruiting at all , maybe if you could make a slightiy less nerf would work great
OHM Oct 24, 2024 @ 8:43am 
Yo Ghost, any chance of sharing that Compatibilty Patch? Modding is way over my head, I'm too old to get my head around it.
Volcano  [author] Oct 19, 2024 @ 12:46am 
Thanks, glad you like it.
Certainly, you (and anyone else) could take this mod and open it in the Rusted Pack File Manager (RPFM), and add in the units to the projectiles tables, from that other mod, and make your own custom mod for you and your friends to play (if playing multplayer).
You just have to drop the .pack file into your ...\data folder, and activate it.
Unfortunately I don't play with any mods that add units, as I am a minimalist and want to only turn the original game into how I think it should play, with the smallest number of changes (just to the math).
Ghost Oct 18, 2024 @ 2:52pm 
Is there any to make this compatible with Sataph's Southern Realms (TEB) and/or the OvN Lost Factions Mods - e.g. OvN Lost Factions: Araby or OvN Lost Factions Albion? I love this mod because it finally makes the game balanced where its not just about spamming missile units. But even though the units in the mod rosters are based on base units, most of them dont get the change applied. Only some units. Or would there be any other solution how to modify? At least the reload times? Thanks a ton - love your work!!!!
Buffalo Oct 16, 2024 @ 8:45am 
@Lampros we don't must play to the same game ^^
Lampros Oct 14, 2024 @ 7:29am 
Buffalo,

I totally disagree with you on ranged units. They are still too powerful, if anything.
Buffalo Oct 14, 2024 @ 6:58am 
@Volcano This mod could be improve in 2 way :

-1 find a way to nerf all ranged unitsas in Hecleas Battle mod : https://steamcommunity.com/sharedfiles/filedetails/?id=2996960714&searchtext=hecleas , including all potential additional units mods, because actually this mod affect only vanilla unit.

-2 The nerf on ranged units is actually insane making them absolutly useless, as user of extra longer battle that i'm looking it's only a little nerf for reequilibrate better with melee units.
Mobiusly Ghost Oct 7, 2024 @ 11:48pm 
Fair enough
Volcano  [author] Oct 7, 2024 @ 7:32pm 
Sorry, no, I don't use SFO. :steamfacepalm:
Mobiusly Ghost Oct 7, 2024 @ 7:15pm 
SFO compatible version? This mod changes the stats of units other than reload rate and accuracy when used with SFO
Volcano  [author] Oct 7, 2024 @ 2:32pm 
Do you have the specific name and faction of the unit? Also, is it artillery? If artillery, no the mod adjusts nothing with artillery, because generally most players seem to be fine with artillery.
MasterChief 21 Oct 6, 2024 @ 1:31am 
are fire thrower type unit included ?
Volcano  [author] Oct 2, 2024 @ 8:13pm 
Thanks for sharing that info, good find there.

I guess I wasn't thinking thoroughly before, but the mod doesn't just change reload time. It also changes *accuracy* to make them more of an area effect, so I couldn't just do away with all the changes and adjust reload time only in the main effects, because then they would be too accurate still for my tastes. I recall that my primary intent was to make the accuracy more realistic, and so since I had to change the projectiles, then I may as well change the reload times there too (so I guess I didn't look around for some other way to do it, since I was changing the projectiles anyway).

But it sounds like a good opportunity to try a minimalist "rate of fire" mod, if you wanted to. :steamthumbsup:
Essence Oct 2, 2024 @ 7:15pm 
Looked into it a bit today and the effects are actually separate, so its possible to do it that way (uploaded mods on it), i uploaded a mod doing that earlier, but if i wanted to make a patch reverting your reload changes to get the other stuff you changed, id have to reupload 90% of your mod which doesnt sit well with me lol.

"wh_main_effect_force_stat_reload_time_reduction" Is a global one, so you can do that at -50%,

Then use "wh_main_effect_force_stat_reload_time_reduction_artillery" at +50% to turn them back to vanilla, and "wh_main_effect_character_stat_reload_time_reduction" if you want lords/heroes to stay at vanilla as well.

"faction_to_force_own_unseen" and "faction_to_character_own_unseen" also makes them apply without being shown in game. Caveat is that the damage stat on affect characters is red as if they are debuffed.
Volcano  [author] Oct 1, 2024 @ 11:57am 
Yeah, that's the problem - it could be done, but then it would affect artillery, which in general, most people (including myself) don't think should be adjusted. Too bad there isn't a separate reload stat effect for both.

The other issue is that there is a Longer Battle Mod, and an Extra Longer Battle Mod, and I chose a reload rate that works with both (splits the difference between them) and if a reload stat penalty (in the difficulty) was lowered so that it doesn't penalize artillery so much, then it consequently wouldn't be a great rate of fire for both mods. There isn't an easy answer there, unfortunately.

Also, too bad why most of the unit mods have to add their own unique projectiles, but oh well - you might consider altering your own "expanded units" table to the projectiles, which modifies the ones used by the mods, perhaps, but it would take some effort. :steamfacepalm:
Essence Oct 1, 2024 @ 11:51am 
Im using a fair bit of unit mods and the like, many of which add units with their own projectiles etc (even though they tend to have very similiar values as a vanilla projectile...), which makes them far stronger compared to the projectiles of this mod (mainly reload speed being far faster), so i was thinking instead of going through all the mods and nerfing them myself, to have the reload of the projectiles in your mod same as vanilla, and then add a ~ -35% reload rate in campaign_difficulty modifier to player and AI, as that would apply the changes to all factions, units, and mods, and also apply to any new units released without needing an update to the projectile table (albeit the accruacy changes wouldnt apply).

Side effect here being it would also touch on Artillery as well.

That said, this mod is a requirement to play with longer battle mod and higher unit sizes so thanks for making it!
FeralZ Sep 30, 2024 @ 3:19pm 
ahh yes, you're right, I had forgotten those details, thanks for clarifying.
about the axes i talked because in vanilla they had lower cooldown time like 8 seconds vs 13 from guns and crossbows.
Volcano  [author] Sep 30, 2024 @ 1:58pm 
The reload times have all been modified by 1.5x, so if the axes have a the same reload times as crossbows, then its because that what they had before. Someone could say it would take considerable effort to throw an axe.

I am happy with the reload times because there are plenty of perks and tech upgrades for each faction that increases it (which makes them very attractive), and also keep in mind that the unit's rank increases reload time as well. One thing I might do is increase the reload bonus gained from ranking up, perhaps. I would have to think about that.
FeralZ Sep 28, 2024 @ 10:52am 
hey nice mod, a suggestion in my opinion, i think the reload time its very high, could tune down a bit(accuracy already lowers the dmg). I noticed that some units has alot of reload time like the dwarfs with throwing axes(rangers), using the same reload time that a dwarf with a gun or crossbow has. And his range is so low, no need to have a reload time so high. I love this mod, the only downsides for me its these.
Nahkasetä Sep 16, 2024 @ 11:49am 
@GoldenHammer
To an extent it is compatible, although SFO does change some seemingly vanilla units just so slightly that this mod doesn't cover them, meaning you end up with basic SFO values for reload speed and accuracy. So far I've noticed that cathay crossbows, dwarf rangers and DE shades are unaffected.
Volcano  [author] Sep 11, 2024 @ 1:06pm 
@Sylph
Artillery is not affected by this mod. If you want artillery affected, then you would probably need to search for another mod that does that - but generally I think artillery is fine, but it is a subjective subject.