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A goblin shoots a "goblin bow", if a modder adds a goblin archer varient unit, they will most likely just 'equip' them with a "goblin bow". In such a scenario then yes, this mod will work on the modded unit. Equally, if they add the vanilla "High Elf Bow" to their goblin unit, it'll work because TAR modifies the vanilla bows(projectiles).
If however the modder creates their own custom bow (projectile) with unique values etc and equips that to their units, then no.
But creating a bow is a lot more effort when you can just add a vanilla one from a drop down table, so in 99% of cases id assume TAR would take effect.
Or is the change needed for that less of a global thing and instead something you gotta tweak for every unit itself.
Try https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2855678063& tho it doesnt have all new units, onyx fellas, akshina etc
@Price worse craftsmanship and poor maintenance.
Use the default version if you want vanilla behaviour (no change)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2859909262
No such thing as fairness in the Old World. Job well done.
You may be interested in this mod manager? {Steam}
https://github.com/Shazbot/WH3-Mod-Manager/releases/tag/v1.20.0
You're not wrong about some terrible naming conventions, but all the big ones tend to fall in line. Many modders also *deliberately* set their mods to top coz they believe in their 'vision'!
Me I'm much more humble, set mine to lowest possible, lol.
Mostly coz I love modding games myself, and wanted to accommodate people with large load orders tailoring to their own specific tastes.
And on load order and why it Should be so easy(alphabetical sorting) I agree, but sadly some people do not want to add things like Z, A, AZ and the reverse ZA, -Z, -A, !, and other such things to ensure their mod works better with others. It's why Kaedin is borderline mandatory in WH2 and will likely eventually become so for WH3 once mods begin to get really crazy/expansive, it makes it so much easier to deal with because it is far more robust than the somewhat difficult nature of CA's built-in mod manager. Because it will literally tell you what changes what and will guide you on how to make the most of it instead of just putting things in a line and hoping they all load properly(which is where some mods not working one game but working fine once you re-download and organize them comes from, they just didn't load correctly on that first attempt).
At least that's my understanding.
:D
TAR adjusts the WEAPONS/ammunition (not units) most mods will just select an appropriate weapon, and assign it to their new unit.
If a mod is creating whole new weapons (a lot more work) the author will probably mention it as a selling point. TAR won't adjust them in such cases
That and the below comment are to my current understanding as a new modder, I've tried to be thorough learning but there's no substitute for experience! A veteran modder may have corrections!
Mods modify tables. If 2 mods adjust reload speed, 1 calls their table "Archery Changes", 2nd"Bow changes" then 'Archery Changes' reload stat will be the one loaded into game. A>B. If both called their tables "changes" (or realistically, both used default name) then the mods NAME (alphabetically) decides.
Hence the advice bandied around is to not touch load order, authors are "Supposed" to use naming conventions so you dont have to think about it. But diligence by you is good.
Quick FYI a table has hard coded contents, TAR table has damage,reload time & vegetation(+others) on its table. You can't have separate mods that each effect it working simultaneously.
IE 1 for just dmg, 1 just reload and 1 vegetation at the same time, as they're all trying to tweak the same table. IF you do, the one who named their table alphabetically highest (A) wins out.
You say that you've made this to be, by design, easily overwritten by more specialized mods but would load order still effect it? I generally place Overhaul mods at the top, and work my way down. Meaning that this mod is well below the gun mod, and I was just wondering if that would somehow cause this one to overwrite the gun mod.
additionally, does this work for modded units? I would just assume no but I do know from experience to not underestimate the cleverness of mod makers, nor their ability to bake their changes into games so well that even new mods slot right in.
Try the default version, with no trajectory edits:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2859909262
I try to account for all tastes with my mods :)
I will give it a try, but if I see dwarves unable to shoot over the heads of other dwarfs... that's my threshold 😁