Total War: WARHAMMER III

Total War: WARHAMMER III

Thematic Archery Rebalance RMT Trajectories
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?
siddgeir 30 Oct, 2022 @ 11:01am 
Thanks for the reply, I will check out your other mod! TBH I know this is a vanilla issue, so hopefully i can Uncle Festus a load order that fixes the ai from being so conservationist with their ammo lol
Neil  [author] 30 Oct, 2022 @ 8:27am 
I don't specifically. no sorry. I do have sneaking suspicion it's in part due to CA scaling models down for WH3, since using my +15% entity scale mod
https://steamhost.cn/steamcommunity_com/id/neiljwd/myworkshopfiles/?appid=1142710
I've noticed fewer instances of blocked LoS.
siddgeir 30 Oct, 2022 @ 6:12am 
Hello! I love the edits you made with this mod, it really makes arrows feel like arrows and not well thrown rocks! I am curious if you know of a way to add "pass through" for defenders who are attached to walls? This is mostly to fix the AI who will grab a high ground wall in a town and then proceed to just watch their buddies down below. I'm convinced this is due to some hidden hitbox error of town walls even though they don't have obstructed. If not, totally cool - love your mods and thanks!
ThePionier 8 Oct, 2022 @ 2:58am 
@Neil
Yes, I should really take a look at the Modtool :D
Of course you are right, others might not want the change!
Neil  [author] 8 Oct, 2022 @ 2:30am 
They don't conflict at all, adding it would be super easy, but others may not want it
Having them separate keeps it a choice :)

It's literally doable in RFPM in like 3 clicks/30 seconds if u desperately want to combine them :)
ThePionier 8 Oct, 2022 @ 2:02am 
@Neil
Thank you for your quick feedback!
Yes, I had that in mind too! :D
Just didn't know if there could be conflicts.
Would it be a lot of work to integrate this into your mod?

One mod less in the list is always a good thing, of course if you say you don't see any point in it, I'll get it :)
Neil  [author] 8 Oct, 2022 @ 1:48am 
Morning @ThePionier
You'll want this mod, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2854736437
no conflicts :)
ThePionier 8 Oct, 2022 @ 1:34am 
Good morning! @Neil
Would it be possible for you to make it possible for weapon teams to man the walls again? I would like to put my Skaven ratcannons back on the walls and then decimate the enemies! :D
Neil  [author] 27 Sep, 2022 @ 10:32pm 
No worries, it's super easy @Ironkid open up the mod (any version) in RPFM and change Vegetation ignore time to however long (in seconds) ud like.
first 13 entries are Woodelves (_wef_ )
Ironkid 27 Sep, 2022 @ 9:28pm 
is there a way to adjust this so wood elves shoot completely through trees, indefinitely?
Karthusin 9 Sep, 2022 @ 7:00am 
Thanks for the response! I'll see what I can do. I like a lot of the changes in Realism but it also isn't compatible with a lot of other mods I like which is what makes it difficult to work with hehe.
Neil  [author] 9 Sep, 2022 @ 6:47am 
The Realism mod sounds fantastic, I would have definitely used myself if not trying to do my own tweaks this time in TW :W3.

There's no desirable way to use it with TAR tho, sorry! Realism is simply a much more comprehensive overhaul, TAR is just adjustments in a single specific table.

If you like the rest of Realism, go with it!

Possibly consider BGP&E to add to Realism? Note you might have to do some personal modding to make them work in tandem. A quick look at Realism's files show it has an aggressive naming policy where by it tries to always get prominence.
Karthusin 9 Sep, 2022 @ 2:12am 
Very good work with all of this really, it changes up the dynamics of all of these factions which I really like. Never liked having, essentially, copy pasted units with minor tweaks.

There's a mod I really like called "Realism Mod" that makes firearms absolutely deadly but also makes them take considerably longer time to reload. Consider having a look at it and see if it's something you like, perhaps. I feel like having a more lightweight version of that for firearms would be lovely.