Total War: WARHAMMER III

Total War: WARHAMMER III

699 ratings
More High Angle Fire (includes Stop Idling features)
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battle
Tags: mod
File Size
Posted
Updated
832.602 KB
11 Mar @ 7:20pm
21 Jun @ 1:31am
10 Change Notes ( view )

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More High Angle Fire (includes Stop Idling features)

Description
Update (2025/05/17)
For unknown reasons, the Stop Idling mod was suddenly hidden. Many users in the comments have asked me to recreate its functionality, and I personally really appreciated the idea behind Stop Idling. In fact, both Stop Idling and my mod modify the same game file, and the main effects of Stop Idling come from tweaking a few melee-related parameters. For me, reproducing the same effect is as simple as adjusting a few numbers.
However, as a modder, I understand that even figuring out the role of a few parameters requires a significant amount of time and testing. That’s why I originally chose not to touch melee behavior in my mod—I didn’t want my mod to diminish the value of someone else's dedicated work.
But after trying multiple channels, I still couldn’t find out why Stop Idling was taken down, and the demand from players for similar functionality has only been growing. So, I’ve made a temporary decision: this mod will now include adjustments to melee-related parameters, meaning it can now serve the same purpose as Stop Idling in addition to its original "more high-angle fire" functionality. These changes include (but are not limited to): melee units engaging enemies more quickly; hybrid weapon units switching weapons more responsively; and units doing their best to follow move orders rather than being pulled back into combat just because a single model got stuck.
The values I’ve used are slightly different from Stop Idling’s, and under my settings, unit responsiveness is even faster than in the original Stop Idling.
If you know the reason why Stop Idling was hidden, feel free to let me know in the comments.

Overview
This mod increases the probability of curved-shot ranged units using high-angle fire when there is a risk of hitting allies. As a result, you no longer have to worry about your frontline infantry getting their backs filled with friendly arrows. Additionally, since high-angle fire is prioritized, this mod also greatly reduces the chances of ranged units being inexplicably obstructed from shooting.

In the base game, curved-shot ranged units (such as archers) have two firing modes: low-angle fire and high-angle fire. However, the vanilla game makes arcing units choose low-angle fire most of the time, often resulting in frontline infantry getting filled with friendly arrows from behind. My mod prioritizes high-angle fire for arcing units, significantly reducing friendly fire incidents.

Compatibility
This mod is compatible with all other mods, but for the best effect, it is strongly recommended to place this mod at the top in the mod manager. This mod is savegame compatible.

Now, this mod is also compatible with Stop Idling and Solve the problem of not firing. The high-angle fire logic and friendly fire reduction from my mod will take priority, while the other effects of these mods will still function as intended.

I mentioned these two mods because all three of our mods modify shooting logic to some extent, and many players have asked whether my mod can be used together with them. However, you do not need to enable multiple mods. If you only want more high-angle fire, then enabling my mod alone is sufficient. Some players have also reported that using my mod alone provides a better experience.

Frequently Asked Questions
Will this mod make arcing units always use high-angle fire mindlessly?
No, it won’t. Arcing units will still choose low-angle fire when appropriate—for example, when targeting large enemies or when there are no obstacles, as low-angle fire provides higher damage efficiency in those cases. They will only switch to high-angle fire when low-angle fire would result in friendly fire. I highly recommend subscribing and trying this mod out for yourself—in the vast majority of cases, the benefits outweigh any downsides!

Will this mod turn direct-fire units (such as gunners) into curved-shot units (such as archers)?
No, this mod does not affect the projectile trajectory of direct-fire units. However, my mod also optimizes the firing logic for direct-fire units. They will fire more easily than in the base game, but only when it won’t cause excessive friendly fire.

Will there be improvements when shooting at enemies on walls during siege battles?
Yes, but it requires some small tricks. First, it's best to keep your archers in a square formation. Then, place another unit (preferably cavalry or monstrous infantry) in front of the archers. This will make the archers perceive an obstruction, forcing them to enter high-angle fire mode.

I used Solve the problem of not firing and Stop Idling, but they caused severe friendly fire. Will your mod improve this issue?
Yes, my mod will significantly improve this issue. My friendly fire avoidance logic takes priority. As a result, your arcing units will use high-angle fire to avoid hitting allies. Your direct-fire units (such as gunners) will only fire when they can actually hit the enemy. If your gunners stop firing after using my mod, it's because they would only hit allies if they fired!

I'm not the author of these two mods, but I can tell you with certainty: No, you cannot use them together! These mods have not been made compatible with each other, and they will override one another, causing units to behave strangely. Therefore, you need to choose one of the two. In other words:
1. You can enable both my mod and "Solve the Problem of Not Firing" together.
2. You can also enable both my mod and "Stop Idling" together.
3. But you cannot enable "Solve the Problem of Not Firing" and "Stop Idling" at the same time.

Can I use only this mod?
Of course! My mod does not depend on any other mods.

Does this mod work for new units added by other mods? Does it work for AI?
Yes, it does.

This mod will be continuously updated, made purely out of passion. All I ask is for your support—please leave a like! Thank you all!
My other interesting mod:
More Legendary Heroes
Proactive Garrison Attack: All-Faction All-Region
153 Comments
TheSkinnyShef 11 Jul @ 7:49am 
I kiss your eyes thanks<3
ArthasL1  [author] 7 Jul @ 9:11am 
@叁柏
可以一起用。以前Stop Idling和算力偏向远程单位不能一起用是因为算力偏向远程单位大于Stop Idling。而我的Mod的优先级是最高的,现在也是最高的。
叁柏 6 Jul @ 11:40pm 
请问现在集成了Stop Idling之后,是不是不能再同时用您的mod和把算力偏向远程单位了呢?
ArthasL1  [author] 30 Jun @ 6:31pm 
@Arinthian Yes, it is save game compatible.
Arinthian 30 Jun @ 5:37pm 
Is this mod save game compatible? I installed partway into a campaign and notice no difference.
ArthasL1  [author] 26 Jun @ 7:54am 
@EggOnLegs
You'll need to modify the kv_rules_tables to adjust friendly fire behavior. You can also search "friendly fire" on the Steam Workshop. There are a few existing mods that increase it. Try opening those mods with RPFM to see how they did it. They can serve as a good reference.
EggOnLegs 26 Jun @ 7:04am 
Hi, do you know which tables to change in RPFM to increase friendly fire ability? Thank you (I like the idea as Chorfs of firing through the labourers into the enemy!!)
ArthasL1  [author] 25 Jun @ 5:02pm 
@The Mighty Ragnarok
Thanks, I'm really glad you enjoy the mod! As for the issue you mentioned, it's unlikely that it's caused by this mod. It doesn't make any changes to projectile lifetime.
The Mighty Ragnarok 25 Jun @ 2:30pm 
fantastic mod, one thing however is some units like the salamander hunting pack's projectiles can now expire before hitting target.
Wisdom 25 Jun @ 9:31am 
大佬太神了!!
這也讓人懷疑CA在平衡弓兵單位時的數據到底有沒有也把無法判斷曲射而啞火降低的DPS考慮進去....還是說CA根本不願意承認這問題或不覺得這是個問題