Total War: WARHAMMER III

Total War: WARHAMMER III

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Thematic Archery Rebalance RMT Trajectories
   
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File Size
Posted
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244.175 KB
7 Sep, 2022 @ 8:51am
2 May, 2024 @ 9:48am
4 Change Notes ( view )

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Thematic Archery Rebalance RMT Trajectories

Description
Works with ToD -see changelog.
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.
No 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 the tremendous Realistic Missile Trajectories' exact edits duplicated, so bows have reduced trajectory in addition to crossbows.

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. Makes no changes at all to other weapons trajectories.

TAR-Default is this mod but with NO trajectory edits whatsoever.




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).

Save game compatible. Safe to remove.

Info
Mod tweaks some behind the scenes stats to achieve its effects beautifully covered in Zerkovich's great video, but here's a rough summary.
  • Range ='s Furthest range you can shoot.
  • Calibration Distance ='s Range you are really effective in, not just hit.
  • Calibration Area ='s Spread. So smaller the better.
  • Muzzle Velocity =s Projectile Speed
  • Vegetation ='s How long your projectile has "free passage" before forests block it.


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.
THIS RMT version means ranged faction all get a slight nerf in their edited trajectories.

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






Please comment, like, subscribe, phone your mothers and eat the rich!
~Neil
23 Comments
YeXiu 9 Jan @ 11:46pm 
Is this still working? would love to have it, much more immersive.
manolo 30 Dec, 2024 @ 12:36am 
Sounds great. Update would be nice, if needed.
Bobbe Malle 7 Nov, 2024 @ 7:49pm 
does it still work properly?
kym821209 9 Oct, 2024 @ 8:13pm 
Hellow. bro
It seems that Akshina's missile trajectory adjustment was not applied.
SaveThePandas 2 May, 2024 @ 9:56am 
You are a god. Thank you so much!
Neil  [author] 2 May, 2024 @ 9:50am 
I have just done that for you so it works, SaveThePandas :)
Please see change log.
SaveThePandas 2 May, 2024 @ 9:42am 
Hi, is this gonna get updated?
Neil  [author] 6 May, 2023 @ 4:40am 
I have not dropped WE's range, their changes are just 2 buffs:
"Calibration Distance is now 90% of range. 1.1 sec Vegetation penetration time"
The 90% CD is a Buff, up from.. ( I think) 70/75%? And means WE are accurate for a much greater portion of their full range (90% of it).

I did this change (as a WE main myself,) because the vast majority of the lore speaks of WE's accuracy and precision, more than their range.
And I think their range is balanced well for gameplay by CA, I did try it higher, but AI armies got deleted with no reply, was too OP.

(This comment is a reply to a question from a user I ACCIDENTALLY deleted, oops! Sorry)
Neil  [author] 19 Apr, 2023 @ 1:12am 
Not tested, but very narrow edits, can't see it being any problem whatsoever. Will give it a green triangle within a week :)
Neuromancer 15 Apr, 2023 @ 7:29am 
@Neil - Love this mod, thanks for this! Is it safe to use in 3.0 or needs updating?