Total War: WARHAMMER III

Total War: WARHAMMER III

Wood Elf Enchanted Munitions
70 Comments
Ran 16 Jul @ 12:34pm 
Awesome mod, if only there was a balanced version though.... Focused more on varied utility of different arrows instead of pure OPness. A man can dream...
Eyshma 14 Jul @ 4:36am 
Cool idea, might need to balance upkeep cost of basic archer units cuz this makes them a little too broken at their current cost. This should be in the game already.
✙Старийꑭ 26 Apr @ 3:58am 
Great idea, but arrows impact any kind of small hill or bump in the terrain because of low trajectory. It is serious problem, because main advantage of bow before gun is shooting ark and absance of this feature make it useless
JediMasterDraco  [author] 28 Mar @ 12:48pm 
Updated for 6.1
agent.theory 25 Mar @ 5:41pm 
Crashes the game in version 6.10. Worked OK before that.
Cynn 18 Jan @ 9:46am 
Having an issue where the Trueflight arrows try to fly a little too directly, resulting in them frequently impacting on any kind of small hill or bump in the terrain. Is this something you can resolve by having the homing start later? I've also seen cases where an entire unit of archers using it will home in on a singular model from an enemy unit.
JediMasterDraco  [author] 19 Dec, 2024 @ 10:21am 
Updated.
JediMasterDraco  [author] 11 Dec, 2024 @ 4:13pm 
@L7 I don't really play either of those mods, but if you want to make submods for them you have my full approval.
L7 11 Dec, 2024 @ 1:02am 
SFO & Radious please.
JediMasterDraco  [author] 6 Nov, 2024 @ 1:54pm 
Possibly. I'm about to leave for a couple hours, but I'll take a look when I get back.
ᴠᴏʀᴀ Zero 6 Nov, 2024 @ 1:15pm 
hi, i was testing your mod and i noticed that the Trueflight Arrows dont seem to be homing towards the target.

They fly like any other arrow, maybe a conflict with other mod that i use?
JediMasterDraco  [author] 26 Aug, 2024 @ 3:55pm 
Yes.
Harman 26 Aug, 2024 @ 3:53pm 
does this work
anaris 27 Oct, 2023 @ 9:19pm 
Is there something that can be done with the specific ammo type units - eg "glade guards (hagbane tips)" - to make them a viable choice next to the buffed base unit? maybe cheaper upkeep because they only have one arrow type, or a boosted version of those arrow types. It's just a little awkward to have them in the recruit pool if they're not worth recruiting
Iron 11 Jul, 2023 @ 6:29am 
just to add that the plane Jane unit Glade Gurad/Riders & Deepwood scouts, could fill a role that is lacking, Anti Large ranged, which is basic done by lord's/Hero's or Tech buffed melee units, also having a anti infantry option with rapid type as well would help with there other weakness, crowd control as there tend to have small elite units that get reality push against horde army's, so would give these units meaning a purpose again early, mid & even late game in SFO as they are out classed by others by mid game if not earlier as there nothing to set them apart.
with SFO option of factional buildings cap, plus the army caps, the silver and rare units can get used up very quickly, so brings common glade guard/riders into there own a lot more.

Of course depends on how much you would to expand (practical or not) you want to make it, making it players choice helps to reduce comment tennis :P :)
Iron 11 Jul, 2023 @ 5:04am 
hi the mod works with SFO, how ever the glade guard & riders, have swift silver, moon fire, arcane bodkins, but the other 2 are mark place holders, and have the stats with any details,
there work fine, pos some details that you would see, but other wise SFO comparability should be that hard.
of course if this was pure script, then it will hopefully reduce the need for separate patches, only you would what most doable.
would like to see more, and play choice allows people to tailor it there style, so author did have to guess as much.
thanks for your efforts :)
technolibra 27 May, 2023 @ 12:50pm 
is there a way you can enable MCT to adjust the numbers on this mod? or just have a slightly less OP version?
JediMasterDraco  [author] 18 May, 2023 @ 9:33pm 
Yeah, if I was just required to play the vanilla game, I doubt I'd have stuck with the series until Game 3's arrival. Discovering the workshop forever changed my idea of what this trilogy's limits are.
Dozer 18 May, 2023 @ 10:58am 
Ya 100% nailed it. If my faction is supposed to be "ranged gods", then as you stated, once those ranger gods have done their work, the fight should wrap up nicely. WE's always struggled with that, because others units = no lasting power. CA almost understood that and got on board with fixing, but fumbled. Hard. Funny, I always saw more people complain about WE ranged over Skaven and the latter have been the ranged kings for how long? But nope, not enough people batted an eye at that; Skaven more fun to play was their reasoning? Maybe. I digress. If the WE are a ranged god faction, let them be. Modders did/ do and that's why this universe stays relevant, for the video game anyhow, because modders
JediMasterDraco  [author] 18 May, 2023 @ 9:41am 
Yeah, I'm of the opinion that, at least in campaign, an end-game Wood Elf army should be capable of eviscerating enemies at range to the point that after all ammo is expended, a charge of Bladesingers and Sylvan Knights should be more than capable of sending whatever is left into a rout without taking noteworthy losses. For all that people tend to complain about how ranged units are OP, that tends to only be in the cost-effectiveness trading of multiplayer.
Dozer 18 May, 2023 @ 4:39am 
So CA nerfs the Way damage, doesn't give them a bump in ammo iirc (or very little if they did). Ways were now a necessary evil: they still hit the hardest and fastest out of all other units, but they didn't last into the late game when having a bulldozer mattered the most. We still HAD to take them, because what was our other options? Cav? OK, CA gave WE's more, but none of them held up for the long game. Infantry still suffered the same problem, no lasting power. Zoats? Ugh, don't even get me started.

Modders, imo, are what saved WE's. Modders_all_the_way. You all really do the work of gods and giants. It's the subtle changes, such as this ammo mod of yours, that gives more utility to a faction that still, again imo, cashes in and plays best as a glass cannon. So, yeah, thanks for all you (and any other modder reading this) have done. Literal faction savers
Dozer 18 May, 2023 @ 4:31am 
I prefer larger scale battles, myself, also. I think a lot of armies perform their best, depending on the faction, with fewer units and others with more. It all comes down to how many tools a faction has at it's disposal. WE's always felt like Cobra Kai's to me :steamhappy: You know, strike first, strike hard, no mercy. Glass cannons. And it did work better during the WH2 era of the pre-nerf Waywatchers.

Even during that time, though, one could make a full stack of Ways, get the enemy to blob up and them unleash volleys of pure death. Problem was two-fold though, players either (1) Ran out of ammo, which likely meant having to take a knee, because Way's were rubbish in melee and that's what the enemy had left, chunky melee units. (2) We were pigeonholed into playing ONE style, and that's already a hard fail in and of itself when the game offers a vast range of units, because we had to make use of as many top tier units to fight against other top tier units.
JediMasterDraco  [author] 17 May, 2023 @ 7:12pm 
Yeah, definitely not a fan of SEM, or spam in general. I like to have vast, balanced armies of elite units. Which is why I have far fewer hours in Game 3 than I do Game 2 since CA removed the ability to have 40+ armies. Hopefully that gets added back in at some point.
Dozer 17 May, 2023 @ 10:16am 
and by fumble at end game, I mean not having to spam single entity units (treemen, ex.) just to win fights, because that bulls*** is old and just not fun any more
Dozer 17 May, 2023 @ 10:14am 
The work was brilliant then and it's just as brilliant now. As for being too powerful, eh, as you said... that's relative. Quite frankly, even if that is the case, it's nothing but a few minutes (tops) to lower some of the table values if need be, on my end; something that, literally, anyone can do/ is the easiest "feature?" of changing/ modding. The hard part is done though, thanks to you, so once again I hope you understand how appreciative many of us are, to all modders, really, and especially to those who carry CA's weight by not letting the WE's fumble at the endzone, err, end game.
JediMasterDraco  [author] 17 May, 2023 @ 9:22am 
This was my first mod that I ever published and I'm always glad to hear from people that enjoy it as much as I do. I'd been hoping that The Twisted and the Twilight would bring the missing varieties of Enchanted Arrows to the Wood Elf roster and when that didn't happen, I just shrugged and did my own version. It came out a bit OP, but considering I imagine this is almost exclusively used in campaigns, OP is a relative term.
Dozer 17 May, 2023 @ 6:45am 
This was a MUST have for my WH2 wood elf games. Getting around to a Sisters campaign now and this will be perfect (again) for kicking the absolute crap out of end game armies, where imo, the wood elf ranged army always seemed lacking/ to suffer. Eat your heart out, Chorfs and get f'd while at it :steamhappy: Thank you so much for bringing this forward !
Dr. Gottlieb 19 Apr, 2023 @ 2:29pm 
Thanks so much!
JediMasterDraco  [author] 18 Apr, 2023 @ 9:37am 
Yep, managed to fix the UI entirely the mod is now perfectly compatible. And as a bonus, it's also compatible with my Oxyotl's Poisons mod.
Dr. Gottlieb 18 Apr, 2023 @ 9:08am 
Have you managed to fix it?
Dr. Gottlieb 15 Apr, 2023 @ 11:06am 
Great, thanks a lot for the effort!
JediMasterDraco  [author] 14 Apr, 2023 @ 9:36pm 
Nix that, there's still some bugginess, but I might be able to fix it with a little more effort. It's a bit late, but I'll bet there's a similar problem with my Oxyotl's Poisons mod so I'll tackle that tomorrow.
JediMasterDraco  [author] 14 Apr, 2023 @ 9:32pm 
Alright the mod's been updated. And even better, thanks to some UI reworking on the part of CA, it should no longer screw up the UI for the Sisters of Twilight,
Dr. Gottlieb 14 Apr, 2023 @ 3:09pm 
It indeed did, much appreciated!
JediMasterDraco  [author] 14 Apr, 2023 @ 3:08pm 
Sure I’ll look into it. Seems that this update broke more than a couple mods.
Dr. Gottlieb 14 Apr, 2023 @ 2:49pm 
Will you update the mod? It seems entirely broken, units don't fire anymore and icons are missing
Aethel 29 Dec, 2022 @ 7:11am 
Can't I just replace it with the basic version of the game? If yes, how ?
Aethel 28 Dec, 2022 @ 10:12am 
Well that's sad. The mod seems very interesting and refreshing, but the trueflight arrows make it pretty OP
JediMasterDraco  [author] 27 Dec, 2022 @ 9:52am 
@Aethel Fraid not..
Aethel 26 Dec, 2022 @ 11:15am 
Any version without Trueflight arrows? (or just Trueflight with only folliage effect) ?
Drano 14 Nov, 2022 @ 9:03am 
probably not radous changes everything(allmost)
JediMasterDraco  [author] 14 Nov, 2022 @ 8:58am 
I'm unaware of what kind of stat changes Radious puts into effect. If the missile weapons of the Wood Elves are more or less unchanged, then it should be compatible. If not, you or anyone else is more than welcome to make a Radious compatible version. Just credit me and my original work.
Drano 14 Nov, 2022 @ 8:40am 
Radious compatible?
JediMasterDraco  [author] 1 Nov, 2022 @ 9:58pm 
Yeah. Usually it displays correctly if I de-select and then re-select the unit. Might just be UI overload.
SquidwardTentacles 1 Nov, 2022 @ 7:26pm 
I'm fairly confident the error is rooted elsewhere.
SquidwardTentacles 1 Nov, 2022 @ 7:24pm 
Thank you for the response, I've never seen it fixed, it seems to be a permanent error, even limiting arrow variant options doesn't change the error, so I'm quite lost on finding a fix for it.
JediMasterDraco  [author] 1 Nov, 2022 @ 7:05pm 
@Count Spookula It's an occasional bug that I've run into. Sometimes it goes away on it's own and then comes back. There is a hard cap of six options for missiles and I'm assuming that using all six slightly overburdens the game's engine.
SquidwardTentacles 1 Nov, 2022 @ 6:38pm 
May I ask what the limitation of the number of missile options entails? Would these graphical errors be fixed if a multitude of arrow variants were removed?
SquidwardTentacles 1 Nov, 2022 @ 6:36pm 
I've tried everything I know how to do in the rpfm, I can't find a fix for the Swift-shiver shards appearing as 'Armour Piercing', with the wrong icon, and the wrong description, but the correct effects...