Total War: WARHAMMER III

Total War: WARHAMMER III

Increased Firing Arc
51 Comments
Whitehelm  [author] 20 May @ 12:08pm 
Nope
叁柏 19 May @ 2:26am 
Excuse me, can it be set to only take effect for players?
叁柏 19 May @ 2:26am 
请问能设置成只对玩家生效吗?
Whitehelm  [author] 19 Apr @ 10:37am 
If it uses the battle_entities table something is gonna get overwritten
Veoler 17 Apr @ 9:30am 
Man, the mod is just great, but it has a conflict with a couple of other good mods. Is there anything we can do to prevent it from being overwritten and overwritten by the Supreme Charges and Improved animation LOD mods?
Dizzy Ioeuy 1 Apr @ 4:04pm 
oh it works
MightNight 29 Mar @ 3:32pm 
Not working still
AiDec 28 Dec, 2024 @ 1:14am 
Very good QoL mod, thank you! :)
STROMBOLI JONES 17 Dec, 2024 @ 11:00pm 
Thanks for keeping this updated, that table is huge
Soft Head 12 May, 2024 @ 6:43am 
is this fixed?
Niklas 3 May, 2024 @ 6:50pm 
only works sometimes
Whitehelm  [author] 3 May, 2024 @ 6:40pm 
Hmm, standard ratling guns and jezzails dont get increased either. Its set in battle_entities correctly so must be some weird override for them elsewhere.
Avlaen 3 May, 2024 @ 6:31am 
does this still work?
Whitehelm  [author] 28 Feb, 2024 @ 9:43pm 
Lowered table priority so most things should overwrite it (so you are getting radious balancing instead of this mods vanilla with 140 fire arc), you should be able to use the info below to easily make a compatibility patch with rpfm, just copy from the radious battle_entities instead of vanilla and name it something alphabetically before data__rad.
Spectrops 28 Feb, 2024 @ 5:52am 
Seems after the newest update it doesn't want to work with Radious. Any idea what's going on there?
Whitehelm  [author] 24 Feb, 2024 @ 12:06pm 
Ctr-A, Ctr-C, Ctr-V, sort by fire arc, shift select and rewrite selection to 140. I dont really play this game much anymore, so if it took longer than a couple minutes I just wouldnt do it anymore :-P
Norym 23 Feb, 2024 @ 10:20pm 
but how do you update the mod when there's a bunch of balance changes to units? Do you remake the entire db again?
Norym 23 Feb, 2024 @ 5:53pm 
yeah its fine, I think putting my other unit mods lower works
Whitehelm  [author] 23 Feb, 2024 @ 5:19pm 
I just copy the battle_entities table and set anything with a fire arc less than 140 to 140 each update. There isnt anything that distinguishes units with projectiles in that table, and im not going through 1100 records pruning out melee units manually each time.

I can change the table name so it has lowest load prio if something is conflicting?
Norym 22 Feb, 2024 @ 5:58pm 
seems that you also have melee units in your mod db?
Whitehelm  [author] 4 Feb, 2024 @ 6:18pm 
@Fargus404 Everyone
Fargus404 4 Feb, 2024 @ 10:41am 
For units for the player or for absolutely everyone?
sonnenkind 18 Jan, 2024 @ 8:27am 
sometimes archers just refuse to fire at will, not sure if it's related to this mod though...
Whitehelm  [author] 18 Apr, 2023 @ 9:33pm 
Havent bought dlc to test but this doesnt touch projectiles_tables at all so shouldnt be able to change weapon ranges.
undefined 18 Apr, 2023 @ 1:24pm 
For some reason with this mod, my Hobgoblin archers and non-firearm units are getting 600 of range instead of their normal range (125)
Inabyssia 17 Apr, 2023 @ 5:56pm 
Mods related to speed are not compatible.
Avlaen 15 Apr, 2023 @ 9:26am 
is it possible to get a 360 version?
Whitehelm  [author] 14 Apr, 2023 @ 5:05pm 
Everything new in battle_entities should be updated.
csmnstoica 14 Apr, 2023 @ 3:16pm 
Ty for the update. Are the Chaos dwarves included? Some units did not seem to have an increased arc.
Bismarck 9 Apr, 2023 @ 1:49am 
@guitar loneliness and cloakers Hi, I did everything according to your advice from the message, it really worked, through the table everywhere the firing radius was set to 140 degrees, but not all units have it changed! For example, there are no gnome thunderers in this table. Could you please tell me where to look for the rest of the units?
Bismarck 9 Apr, 2023 @ 1:08am 
Hello, I'm playing with SFO, and this mod is not compatible with it in any way, it just doesn't work. I'm now trying to change the values in the table myself, as indicated in the comments, along the same path, but I can't. Not all units have an expanding sector of fire. Could you, please, tell me in which other folders you need to look for values to change, otherwise I'm already completely confused. Thank you in advance)
Ralin 22 Jan, 2023 @ 4:09pm 
made submod for another mods like Radious
El-Vi-Riachi 23 Nov, 2022 @ 2:25am 
No problem thanks for the quick fix. Your mod for me is essential
TurtlePunch 22 Nov, 2022 @ 6:16pm 
its all good, im actually glad someone came out and publicly said something because i couldnt figure out what mod was crashing my game lol
Whitehelm  [author] 22 Nov, 2022 @ 5:04pm 
Should be fixed, sorry about that. Had just pushed a quick update without testing so I could get back to darktide lmao.
El-Vi-Riachi 22 Nov, 2022 @ 2:36pm 
Hi, your latest update is stopping me now from launching my game. Tested it with the mod disabled and it launches, if I enable it the game doesn't load. Think something is wrong with the update. I've tried to unsubscribe and resubscribe.

Was working earlier before your update
Guts 3 Nov, 2022 @ 5:14pm 
Why are the arcs so limited to begin with? CA thinks all archers wearing blinders?
the least toxic bugdiver 12 Sep, 2022 @ 2:42pm 
A submod for Guns of the Empire, being, well, *the* major gun mod, would probably be warranted, if at all possible. I don't say that out of entitlement, just an observation that that's the one that'd probably be the most reward for the least effort.

In the mean time, for anyone who wants to replicate the effect of this for any other mod, it's a fairly easy fix. Open up the mod in question in RPFM - as it has integrations with the most popular mod manager, I would highly recommend grabbing it if you haven't already. Then go to db -> battle_entities_tables -> whatever the modded file name is (for GotE, it'd be !!snek_guns_of_the_empire_data) and open it. Then find the Fire Arc Close column, and adjust the numbers as you see fit, then save. You will need to redo this every time the mod updates.
Solaire 4 Sep, 2022 @ 3:57pm 
Hope we can get compatability mods for other mods someday. This is great
Vain Eldritch 25 Aug, 2022 @ 6:14am 
This the kind of Mod I like: it better reflects "reality" - gunners/archers etc should be able to rotate their bodies get a better aim. They are not storefront dummies. Thank you for this.:steamthis:
Whitehelm  [author] 23 Aug, 2022 @ 9:57pm 
Been working on updating https://totalwarhammerplanner.com/ for immortal empires. Will try to get around to updating mods sometime soon.
fredrowe234 23 Aug, 2022 @ 9:11pm 
Will this great mod be updated?
The Hammer of Justice 19 May, 2022 @ 2:15pm 
Please update for 1.2
WakeMeUp 2 May, 2022 @ 9:25pm 
@God's Angriest Follower You have just put in words what Ive felt about this game for so long
Gilgamesh 2 May, 2022 @ 10:04am 
this mod is a must have to fix the broken ass archer responsiveness issue.
michaell8000 2 May, 2022 @ 4:42am 
honestly all this mod means is less micromanagement of your archers i will say it helps when holding a wall because now your not having them path some godforsaken manuvers to shoot at a target just off to the left or right
Blood&Soil 28 Apr, 2022 @ 8:23am 
I don't give a fuck about balance, to me these games are a cinematic experience more than a gameplay one for me personally. Seeing soldiers act, not like beings fighting for their lives and the interests of their masters, but confused robots stumbling around trying to get their coding to let them fire, it ruins the game for me. Thanks for this little quality of life mod!
kyokamaru 21 Apr, 2022 @ 7:27am 
mefungpoo how does this unbalance your game?.... its unbalanced now coz your unit will not suffle 4 times ilike idiots with out firing when they are firing on cav?....
Whitehelm  [author] 20 Apr, 2022 @ 11:13pm 
@FullAutoAttack
Yes
FullAutoAttack 20 Apr, 2022 @ 11:05pm 
AI too?