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The Problem with SFO is. I saw that not Just the Jade Crossbows are target by the Mod - other Unit types sadly, too.
I think its to much effort for my only one question.
I change the loadorder and the stats didnt change - sad.
I really like the mod.
Your mod works with SFO. But i saw the Jade-Crossbow still has the old stats.
Pharaoh Dynasties tried to address this in a clever way, why having different modes for the ranged unit to be in - direct and indirect fire - which caused the to use entirely different ammunition, allowing the indirect fire to be less accurate, and direct fire to be more accurate. It worked well there, and is one example of CA Sofia being good at what they do (and underrated), but of course WH3 doesn't do this, since it is older.
is there an accuracy setting just for arcing / high angle fire? or do they use the same stat?
Have fun.
To only negate accuracy with inexperienced unit but not completely is truly an awesome implementation, this makes range factions rewarding while not being too OP early game.
Have fun!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3396064996
Rhetorically, aren't the Empire archer units essentially the ranged spam-unit version of Goblin archers, or tier 1 melee infantry (such that you always want to replace them as soon as possible)? In my experience, they are only good for fortress garrisons, firing from height on walls, or just general shooting in the rear.
Certainly, you (and anyone else) could take this mod and open it in the Rusted Pack File Manager (RPFM), and add in the units to the projectiles tables, from that other mod, and make your own custom mod for you and your friends to play (if playing multplayer).
You just have to drop the .pack file into your ...\data folder, and activate it.
Unfortunately I don't play with any mods that add units, as I am a minimalist and want to only turn the original game into how I think it should play, with the smallest number of changes (just to the math).
I totally disagree with you on ranged units. They are still too powerful, if anything.
-1 find a way to nerf all ranged unitsas in Hecleas Battle mod : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2996960714&searchtext=hecleas , including all potential additional units mods, because actually this mod affect only vanilla unit.
-2 The nerf on ranged units is actually insane making them absolutly useless, as user of extra longer battle that i'm looking it's only a little nerf for reequilibrate better with melee units.
I guess I wasn't thinking thoroughly before, but the mod doesn't just change reload time. It also changes *accuracy* to make them more of an area effect, so I couldn't just do away with all the changes and adjust reload time only in the main effects, because then they would be too accurate still for my tastes. I recall that my primary intent was to make the accuracy more realistic, and so since I had to change the projectiles, then I may as well change the reload times there too (so I guess I didn't look around for some other way to do it, since I was changing the projectiles anyway).
But it sounds like a good opportunity to try a minimalist "rate of fire" mod, if you wanted to.