Total War: WARHAMMER III

Total War: WARHAMMER III

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Thematic Archery Rebalance Default Trajectories
   
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231.711 KB
7 Sep, 2022 @ 8:51am
21 Apr, 2023 @ 11:47am
3 Change Notes ( view )

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Thematic Archery Rebalance Default Trajectories

Description
Buffs/nerfs factions missile/ranged troops based on a generous view of the lore to give each race more personality and a distinct battle profile.

Super lightweight and compatible easily over-written by your favourite edits/mods.
Does not touch artillery or legendary Lords at all. Just missile troops.
Changes are not perfectly fair, but have had thought put into them, factions famous for range combat benefit, others minorly nerfed.
Little effect on auto resolve, I wager.


Versions
This version has NO trajectory edits whatsoever.

The standard version of TAR, that makes these changes, and inspired by RMT, makes some edits to missile trajectories - In that Crossbows are less able to fire in arcs over heads of troops, this is somewhat of a nerf to Dark Elves, Empire and Dwarfs. Makes no changes at all to other weapons trajectories.

TAR-RMT is this mod, but with RMT's exact edits duplicated, so bows have reduced trajectory in addition to crossbows.



Only modifies projectiles_tables and TAR is specifically written so that it is easily over-wrote by other mods. So if you like its general changes, but fancy using some neat mods that buff/nerf a specific faction or perhaps specialise in guns like Sneks' BGP&E then you can!

Doesn't touch land_units or ammo, or accuracy, or anywhere else, nor have any errant entries that aren't specific to the mods purpose(foot troops). So should be really compatible and a great base to build from should you so wish.

Save game compatible. Safe to remove.



Vegetation
It is REALLY out of whack and inconsistent in vanilla, has a been 'normalised' to roughy half a second(0.5) here. Meaning missile troops in general are much less effective firing into or out of forests, as they should be!
Guns penetrate more, about 0.7 sec, beastmen 0.8, Wood Elves 1.1 as examples.

So here's what the mod does, by faction. BENEFITS are in BOLD negatives in normal font. In rough order of most benefitted to least. Most RoR's are tweaked to benefit slightly vs their regular counterparts.

Wood Elves
Said in lore to hit a target with pinpoint accuracy through the mazy branches of Athel Loren
Calibration Distance is now 90% of range. 1.1 sec Vegetation penetration time

High Elves
Eons of Practice and top tier discipline.
+5 Range to all, except Sentinel. Reload times reduced by 1 second.
0.56 Vegetation time for most units, Avelorn related, Agents and RoR's = 0.67.

Dark Elves
Get in close and execute.
10% better calibration area.
+1 missile dmg (normal)
+1 AP dmg (RoR's)
+9% AP dmg (agents)

0.5 Vegetation time for most units, Agents and RoR's = 0.55.

Dwarves
Precision Enginering, not so good in forests. NO changes to 'flame throwers'.
+5 Calibration Distance
-1 Calibration Area

Vegetaion 0.5 ~ 0.6(rangers) 0.63 (agents).

Cathay
Working in harmony to reload faster, small area nerf bypassble by shooting at appropriate range
-1 reload time
+1 calib area ( guns)
Range -5 (Bows/Crossbows)
Vegetation 0.45 ~ 0.7 (guns)

Kislev
Tried to represent a stoic, measured nature, but little used to forest combat.
+5 Range
+10 Calibration Distance

+1 reload time
+0.5 Calibration Area
0.45 Vegeation (guns) 0.35 (bows)

Vampire Coast
Plentiful gun powder for the bang bang!
+5 muzzle velocity
+1ap dmg for hand cannons

Vegetation = 0.58

The Empire
Guns more effective within range, greater spread at distance
+5 calibration distance (guns)
+1 calibration area (guns) but only +0.8 for Agents & RoR's
Vegetation 0.5 ~hunters 0.6 ~bullets 0.75

Norsca
Ferocious but undisciplined. Very minor tweak
+10% muzzle velocity.
+10% Calibration area.
Vegetaion = 0.42

Lizardmen
Slightly odd that terradon riders had same range as foot soldiers despite height
+5 range, all Terradon Riders
Vegetation = 0.69


Skaven
Poorer engineering than dwarfs, but tiny nerf effectively. NO changes to 'warpfire throwers'.
+1 Calibration area for NONE RoR units.
Vegetation 0.2 Throwing Stars, 0.25 slings, 0.42 guns.

Bretonnia
Underfed-peasants lack strength to draw a bow, but mass fire
Foot peasants +1 vs infantry
Foot peasants -10 range
Foot peasants -10% muzzle velocity
Vegetation = 0.5

Beastmen
Good in forests, marksmanship decrease is very minor effect -1 from 30 isn't much.
Vegetation = 0.8
Markmanship -1

Chaos
Slightly worse spread, strength without precision
+ 10% calibration Spread
Vegetation = 0.42

Tomb Kings
Unacustomed to forest combat, minor marksmanship reduction.
-1 markmanship
Vegetation 0.25 skelis, 0.6 Ushbati

Ogres, My Lord
Not craftsmen just using the stuff they loot,
-5 Muzzle Velocity.
Vegetation = 0.4 (pistols) 0.5 (others)

Greenskins
Wanted to reign the efficiency of goblin arrow spam somewhat, and reflect poor tech.
+5 range orcs
+5 range arachnaroks

- 5 calibration distance, all.
-1 dmg Only the very basic goblin bow.
Vegetation = 0.47

Daemons of Chaos, Khorne, Nurgle, Slaanesh, Tzeentch, Vampire Counts: NO EFFECT
Feedback and thoughts welcome, I am especially not familiar with all the RoR's.

My Mods






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~Neil