Total War: WARHAMMER III

Total War: WARHAMMER III

Thematic Archery Rebalance
37 Comments
Neil  [author] 1 Jun, 2024 @ 1:04am 
It very likely does, but not guaranteed.
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.
Candyman 31 May, 2024 @ 12:13pm 
Hey i was just wondering does this apply any trajectory changes to custom units too?
Or is the change needed for that less of a global thing and instead something you gotta tweak for every unit itself.
Neil  [author] 2 May, 2024 @ 5:36am 
Works with ToD -see changelog.
Serious Lee 8 Apr, 2024 @ 2:01am 
Does this mod need an update?
Neil  [author] 24 Nov, 2023 @ 1:54am 
Sorry not this mod.
Try https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2855678063& tho it doesnt have all new units, onyx fellas, akshina etc
Iustus Lannister 23 Nov, 2023 @ 9:14am 
Hi, is there a version that only fixes crossbow behaviour to be more realistic?
nflickner 24 Sep, 2023 @ 4:10pm 
This mod looks really cool. Something I'm noticing as I'm playing is just how strong ranged units are in general. I'm sure you get alot of requests, but I figured it can't hurt to ask right? Would you please be willing to make a similar mod, or adjustments to nerf ranged units in general, in addition to the changes you've already made? I think it would bring alot of balance to the game.
Neil  [author] 6 Aug, 2023 @ 9:39pm 
Nothing broken, the default Mod Manager just has an obnoxious yellow triangle that bothers some peeps. I do "updates" for each major patch, next is when Shadows of Change launches.
Winter 6 Aug, 2023 @ 8:39pm 
Why are you asking for an update? Do you think something is broken?
BuIIzEyE (GER) 6 Aug, 2023 @ 9:13am 
Update maybe ? Very cool mod.
Obelus 16 Apr, 2023 @ 7:03am 
Any plans for an update?
Price 9 Mar, 2023 @ 4:53am 
wos dat got ta do wiv anyfin?
Neil  [author] 6 Mar, 2023 @ 7:49pm 
Thanks @obelus!
@Price worse craftsmanship and poor maintenance.
Price 6 Mar, 2023 @ 2:49pm 
Orks are bigga an 'arda dan most 'umiez ye? so's why iz it dat ‘da bows dey 'ave which are bigga an stronga too do jus as much hurt as some 'umie wit' a toothpick bow
Obelus 3 Mar, 2023 @ 1:40pm 
Cool mod, I always enjoy reasonable tweaks to the game for flavor if nothing else. should have more attention than it does imo
Mehsaur 8 Jan, 2023 @ 3:50am 
Seems like a really nice mod. Unfortunately I can't get it to work together with https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2883400984 for the no friendly fire damage. Any tips?
Elemental Israelite 1 Jan, 2023 @ 10:25am 
Is this compatible with SFO or would the stat changes SFO makes conflict?
Neil  [author] 20 Oct, 2022 @ 1:46am 
@GienekMaster yes you have understood correctly.
Use the default version if you want vanilla behaviour (no change)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2859909262
GienekMaster 20 Oct, 2022 @ 12:04am 
Generally I like the idea and would like to check this mod but have one question, what does "Crossbow Trajectory adjustment" mean, became the trajectory more flat and is not efficient when a crossbow unit stand behind infantry?
Winter 8 Oct, 2022 @ 7:11am 
'Changes are not perfectly fair, but have had thought put into them, factions famous for range combat benefit, others minorly nerfed.'

No such thing as fairness in the Old World. Job well done.
InfiniteDiver 14 Sep, 2022 @ 2:28am 
Thanks!
Neil  [author] 13 Sep, 2022 @ 1:06pm 
@mjeason Yes, will work perfectly.
Vantal 13 Sep, 2022 @ 11:29am 
Don't really agree with the Bretonnian changes, they're based off of French and English history and English longbowmen were the best archers in the world at the time.
InfiniteDiver 13 Sep, 2022 @ 1:43am 
Hello! Thanks for the mod, it is compatible with mod that double all the units and single entities ?
Dragonknight951 9 Sep, 2022 @ 7:16am 
Thanks again for making a good, but non-conflicting, tweak(I especially like how it makes some factions very distinctly good at certain things, such as wood-elves being frighteningly accurate even in dense forests), now if only the Gun mod also worked for modded units and/or had patches, because then it'd just be perfect.
Neil  [author] 9 Sep, 2022 @ 7:07am 
Thank you for your kind words and engagement, is really nice!

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.
Dragonknight951 9 Sep, 2022 @ 6:48am 
Very nice, thanks for the detailed answer and congrats on making one of the nice easily compatible mods.
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.
Neil  [author] 9 Sep, 2022 @ 6:27am 
As for mods that add new units, yes TAR's change WILL affect 99% of mods that add new units(I guess).

: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!
Neil  [author] 9 Sep, 2022 @ 6:23am 
Load order matters, sure. But by default, it's alphabetical, TAR+its tables start with Z, so it should always 'lose'.

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.
Dragonknight951 8 Sep, 2022 @ 11:08pm 
I have a quick question, using both this and Snek's gun mod, does load order matter?
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.
Vvv 8 Sep, 2022 @ 8:24pm 
Thank you, I will try it.
Kessap 8 Sep, 2022 @ 1:00pm 
So nice! Thank's for sharing this =)
Neil  [author] 8 Sep, 2022 @ 3:52am 
@Vvv I anticipated people having different preferences, hence why I wrote about the various versions available at the top.
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 :)
Neil  [author] 8 Sep, 2022 @ 3:43am 
@Ekitewrecker... had a glitch uploading. I've delisted the other now ty.
Elitewrecker PT 8 Sep, 2022 @ 3:34am 
Why are two versions of this one?
Vvv 8 Sep, 2022 @ 3:24am 
I am intrigued to try this cuz it seems closer to lore. The only thing that bothers me are the crossbow firing arcs...idk why nerf those. The reasoning behind my questioning is that a crossbow is still a bow type, but that requires way less training. So any firing arc the bow can do, a crossbow can do as well.

I will give it a try, but if I see dwarves unable to shoot over the heads of other dwarfs... that's my threshold 😁
Neil  [author] 7 Sep, 2022 @ 11:15pm 
Thank you. That is all I ever wanted.