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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.
is there an accuracy setting just for arcing / high angle fire? or do they use the same stat?
Have fun.
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.
Have fun!
https://steamcommunity.com/sharedfiles/filedetails/?id=3396064996
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.
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).
I totally disagree with you on ranged units. They are still too powerful, if anything.
-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.
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.
"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.
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.
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!
about the axes i talked because in vanilla they had lower cooldown time like 8 seconds vs 13 from guns and crossbows.
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.
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.
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.