Total War: WARHAMMER III

Total War: WARHAMMER III

231 ratings
Missile Troops - Melee Fix
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Tags: mod
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862.786 KB
13 Jan @ 7:31am
18 Jan @ 4:46pm
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Missile Troops - Melee Fix

Description
Looks like missile frontlines are back on the menu boyz! While ranged units typically have subpar melee stats their abysmal performance in combat is chiefly due to a bug that locks them in a loop, switching between weapons. Now troops fire at will but once engaged in combat they, "Fight for their right to live!"

This light/ simple mod is a game changer for an issue that's plagued the experience since day one! Save game compatible, safe to turn on/ off anytime.

The video demonstration features combat intervals from my Ready for War: Epic Overhaul
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3182093937
38 Comments
Vedat Çölgeçen 7 Jul @ 4:47am 
updt pls
It's Pei NOT Pie 10 Apr @ 10:20pm 
do we need an update on this mod, please?
Fungi 19 Mar @ 9:39am 
Easily one of the best mods / fixes available for Warhammer 3, As it is quite annoying to have to micro all of your ranged units to fight in melee if they're unable to move out.

Kislev especially suffers from it, however I will say that this does somewhat affect the difficulty of the game for the player as you no longer really have to pay attention to your ranged units aside from making sure they're moving if they're engaged in a fight.

It's very minor and honestly I don't think affects it to much, but I definitely see Newer players relying on this more than actual skill.
dargonfish 15 Mar @ 3:07pm 
Correct me if I'm wrong but does this mod just make it so that if frontline engages in melee the whole unit just hard commits to melee?
Budoshi 11 Mar @ 8:20am 
kislev suffer the most of that constantly using pistols in close melee instead of their melee weapon is annoying.
Khazukan Kazakit-ha! 19 Feb @ 2:39pm 
@Ratterdash thank you very much for the quick response!
And you are clearly more knowledgeable in this topic than i could ever be!
:steamthumbsup:
Ratterdash 18 Feb @ 11:22pm 
@The Big Lebelski - First off, I'm by no means an expert, so this is just from an observation through the files. The default game uses a set of values that is higher than the values used in these mods, and is, from the top of my head, for example how many entities in a unit needs to be in melee, for them to equip their melee weapons, or react otherwise.

"Missile Troops - Melee Fix" uses some lower values than "Stop Idling - Improved units reaction speed", but not by much and they are almost the same, so by using the first mod means that fewer units needs to be in combat before they react.
Khazukan Kazakit-ha! 18 Feb @ 5:58pm 
@Ratterdash what do you mean with "Missile Troops - Melee Fix" on the other hand uses lower values?
What do you mean with the lower values?
thanks in advance!
Ratterdash 10 Feb @ 12:14am 
@henry - I've compared both mods, and they both change the same three lines. So they pretty much do the same thing. But "Stop Idling - Improved units reaction speed" have a couple more changes that handles Friendly Fire and Obstruction.

"Missile Troops - Melee Fix" on the other hand uses lower values, so you might experience a slight quicker response. But the numbers are pretty close to each other, and they're both improvements over the default values.

You can use this mod above the "Stop Idling" mod, and you'll have the quicker response time, but keep the changes made to Friendly Fire and Obstruction.
Shorewall  [author] 3 Feb @ 5:43am 
@Wargur This is not part/ integrated with the overhaul, just in case it's not everyone's cup of tea. Definitely use it along side, thanks! 👍😎