Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

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Range Rebalance 远程再平衡
   
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Tags: mod, battle
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11 Mar, 2021 @ 8:55am
1 Change Note ( view )

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Range Rebalance 远程再平衡

Description
1) General
a) The amount of the value increased in reload speed and accuracy that are tied to the increase in unit levels (1 – 9) has been reduced; increased the base accuracy for ranged weapon; reduced the base reload time (increase shooting speed); the stats difference between the different levels of the same unit has been reduced, this is to avoid the OP up to 52% reduced reload speed, which was achievable through high unit level combined with character buff.

b) Suppressing Fire – “-500 charge bonus” has been changed to “-80% charge bonus and -25% movement speed”.

c) Bandit units’ poison arrow – “-50 melee evasion” has been changed to “-50% melee evasion”, “-50% movement speed” has been changed to “-25% movement speed”, added “-25% melee AP damage” to fit the OG “-25% melee base damage”

d) “Bonus against cavalry units” on ranged units has been adjusted and will now scale with the damage of the ranged unit itself, instead of a flat value of “52”. Added a certain level of “bonus against cavalry” to poison arrow and Nanman missile units. Bonus against cavalry value triggered with fire arrow will be higher than triggered with poison arrow on the same bow.

e) Increased the weight of the missile, added an effect for the focusing fire to stop the enemy from moving forward. Effectiveness: Single shot ability that stops the enemy > Crossbow > Bow > Fire Arrow/Poison Arrow/Sling > Blowpipe

2) Bow
a) Increased the single shot damage for normal arrows, this has less impact on high tier bow units, but bigger impact on low tier units. AP damage was almost untouched and bows are still not good at dealing AP damage.

b) Increased the poison arrow damage a bit, up from 5 but still being kept at a low level.

c) CA omitted poison arrows and oil arrows while adjusting the bow reloading speed and the calibration area (arrow/bolt estimated landing area while aiming for ranged units, smaller area = more accurate), they have been adjusted accordingly.

d) Adjusted Fire Arrow damage, reduced the ignition value to work with the below change.

e) Reduced reloading time for bow units to around 1.6 level, Fire Arrow no longer takes twice as long to reload comparing with normal arrow. But fire arrows have slower trajectory speed, and are less accurate.

f) Militia bow units have even worse accuracy level, and reload speed is slower.

3) Crossbow
a) Reloading speed)has been increased back to around 1.6 level. Reduced the difference between the range 250 and the range 220 crossbows. Heavy crossbows are supposed to have longer reloading time but that is not the case in game.

b) Damage increase – due to crossbows are heavily impacted by the unit level reloading adjustment.

c) Expanded the calibration area a bit, but still far more accurate than bows.

d) Added 1 AP and non-AP damage to Repeating Crossbow units, but its calibration area has been reduced to the same level as bow units.

4) Nanman
a) Axe Throwers – AP damage has been reduced dramatically while base damage is increased significantly; Added shield breaker; Reduced reload time; Expanded the calibration area so they are less accurate than Bow units when aiming from the same distance.

b) Javelin – Increased projectile speed slightly, Expanded the calibration area (less accurate)

c) Increased the range of the Sling units from 100 to 120, increased trajectory speed, increased based damage significantly, reduced AP damage slightly, increased reload time, expanded the calibration area (less accurate)

d) Increased the range of the blowpipe units from 60 to 75. Narrowly increased the max shooting angle, increased trajectory speed, significantly increased based damage, the calibration area
is the same as range 250 crossbow units, means it is very accurate.
26 Comments
CP-Shadow 30 Apr @ 12:13am 
赵大,这个mod的平衡范围包括“更多特殊兵种”吗?
Austere Hare 2 Nov, 2023 @ 7:33am 
I am curious about beneath a red sky compatability with this mod? i run both but i dont know if they are conflicting,

they work together, but i dunno if they overwrite some of each others values? :lunar2020halodragon:
Austere Hare 2 Nov, 2023 @ 7:32am 
this mod is so well designed. gotta have it! :steamthumbsup: :lunar2020halodragon:
lwhのsama 18 Jul, 2022 @ 8:50pm 
一级羌族弓箭手16点攻速 一级弓兵才8点??
预判你的预判 20 Jul, 2021 @ 12:24pm 
北海之怒直接和弩兵一样的射速了,我用重装弩兵还比雷霆军抗射,孔融特殊兵种是不是废了,改成和禁卫弩兵一样射速吧,这个MOD禁卫弩也不过13的射速,雷霆军7点射速实在没用的必要了,近战不行又不抗射唯一的射速还被砍成渣:steamsad::steamsad::steamfacepalm:
恐怖机器人 31 May, 2021 @ 1:45am 
弩默认弹药直射,威力很大,但抛射比弓的抛射小,
弓默认抛射,用现版本数据就差不多了,敌人近了前方又没遮挡物,可切换直射,提高威力和射速
恐怖机器人 31 May, 2021 @ 1:24am 
这类mod都互不兼容,而我喜欢平衡的,所以选你.
然后还想提些补充建议,弹道和火箭方面的,
不反对高仰角抛射,虽然现实中这样很浪费弹药不划算,但特定环境下又不得不这样做.
所以,反正mod把所有"投射物"属性都改一遍了,不如来个彻底:
可切换的弹药种类改成抛射和直射,可由原来的"火箭"类型上直接修改,
而火箭直接让他变成"技能"(发射火箭投射物的技能),有使用次数,射程不远最多100多米,
一些武将属性可以加火箭技能使用次数
qwert 27 Apr, 2021 @ 7:20am 
同求大佬做个增加弓箭射程的mod,我记得以前有一个还订阅了,不知道怎么就没了还找不到了。
哒哒哒 15 Apr, 2021 @ 2:18am 
多谢大佬,找到问题所在了。用data__覆盖的时候,复制的官方工具的数据,和rpfm格式不同导致数据错位了。:lunar2020confidentrooster:
Alex Zhao  [author] 15 Apr, 2021 @ 2:01am 
@啊请不要输出我 special_ability_phases_tables 这个mod没改那个,