Total War: WARHAMMER III

Total War: WARHAMMER III

More High Angle Fire (includes Stop Idling features)
179 Comments
Anachronisticon 12 Oct @ 3:54am 
I'd love to have a mod that does the reverse to prevent me cheesing sieges by simply shooting blind at enemies behind the walls by disabling the ability to shoot in such high angles.
ArthasL1  [author] 10 Oct @ 8:36am 
@蓝羽汇 距离肯定有影响啊,这个游戏的所有射击都必须符合物理规律的
蓝羽汇 10 Oct @ 8:25am 
@ArthasL1 距离会影响后方远程兵种的射击吗?我打的时候巡林客和中树人挨得很近
ArthasL1  [author] 10 Oct @ 3:53am 
@蓝羽汇
我进游戏并用自定义战斗做了测试,没有遇到你说的问题。可能是你的其他Mod造成的,或是距离、地形等问题。
蓝羽汇 9 Oct @ 8:08pm 
为什么我前排中树人在和敌人打的时候,后面的巡林客会无法射击?显示射界阻挡,既不抛射也不直射,甚至在和大蜘蛛打的时候也一样,大蜘蛛那么大个体型也能被阻挡?
ArthasL1  [author] 5 Oct @ 8:31am 
@foreverinlove 你遇到的问题和这个Mod没有一点联系。而且保险起见我也去测试了,没有任何问题。
foreverinlove 5 Oct @ 8:18am 
试着用了一下,目前版本6.3.1,开了个牢头档,发现所有的生命系大法师和法师英雄开场会卡住不动,开了战败招募mod和更佳视角mod,别的mod都关掉后还是有问题,关掉这个mod就能动了,不知道你那边有没有这个问题
ArthasL1  [author] 24 Sep @ 4:06am 
@FayeValentine 可以同时开启。他们之前不能同时开启是因为他们的优先级没有调好。
FayeValentine 23 Sep @ 7:36pm 
集成了Stop Idling所以现在不能同时开启这个mod和算力mod了是吗
onni 10 Sep @ 10:35am 
Thanks for the answer!
ArthasL1  [author] 10 Sep @ 10:05am 
@onni
In my parameters the models are indeed taller, but they are also thinner than in vanilla. In my testing, handgunners actually fire more easily through gaps compared to the base game.

At the vanilla height of 1.15, even when handgunners do fire, there is still a significant chance of hitting the heads of the friendly unit in front, which makes firing worse than not firing. In my testing, a height of 1.6 is the most suitable, since at that level they can always fire without causing friendly fire.

As I explained in the mod description: “They will fire more easily than in the base game, but only when it won’t cause excessive friendly fire .”
onni 10 Sep @ 8:59am 
Would you mind elaborating on your claim that this makes direct-fire units fire more easily? To me the changes in the pack file look like you made man-sized units significantly taller (1.15 -> 1.6), which would do the opposite.
ArthasL1  [author] 9 Sep @ 10:04pm 
@rockyalthor Yes.
rockyalthor 9 Sep @ 12:24pm 
HI, it's compatible with mods that change melee hit chance as longer battle and animations mods as Custom matched combat animations and more animations ?
这一分钟 7 Sep @ 3:47am 
感谢作者大佬,伟大!!!
ArthasL1  [author] 5 Sep @ 5:21pm 
@Twistzz 这个Mod就不可能引起游戏崩溃。就算存在Mod冲突,也顶多是某些功能不生效,是不可能引起崩溃的。
Twistzz 5 Sep @ 5:03pm 
@ArthasL1 应该是和 那个大型mod冲突了 算力 和你mod都冲突:steamsad:
ArthasL1  [author] 5 Sep @ 3:40am 
@Twistzz 过回合崩溃不可能是这个Mod引起的。
Twistzz 5 Sep @ 3:13am 
更个新吧 哥 现在这个MOD 和把算力偏向远程单位 都会过回合崩溃
传奇战士李四 3 Sep @ 5:08am 
感谢作者:cozybethesda:
ArthasL1  [author] 3 Sep @ 2:43am 
@foreverinlove 这个Mod可以继续使用。
foreverinlove 3 Sep @ 1:40am 
6.3更新了
Lazyman 30 Jul @ 1:16pm 
Nice update!
Jeremy Lin 21 Jul @ 2:19am 
Can't believe they haven't fix the fire at will bug yet, wtf
Lion king 20 Jul @ 4:21pm 
This mod is amazing
1729350704 19 Jul @ 5:33am 
love you,give you a :steamthumbsup:
TheSkinnyShef 11 Jul @ 7:49am 
I kiss your eyes thanks<3
ArthasL1  [author] 7 Jul @ 9:11am 
@叁柏
可以一起用。以前Stop Idling和算力偏向远程单位不能一起用是因为算力偏向远程单位大于Stop Idling。而我的Mod的优先级是最高的,现在也是最高的。
叁柏 6 Jul @ 11:40pm 
请问现在集成了Stop Idling之后,是不是不能再同时用您的mod和把算力偏向远程单位了呢?
ArthasL1  [author] 30 Jun @ 6:31pm 
@Arinthian Yes, it is save game compatible.
Arinthian 30 Jun @ 5:37pm 
Is this mod save game compatible? I installed partway into a campaign and notice no difference.
ArthasL1  [author] 26 Jun @ 7:54am 
@EggOnLegs
You'll need to modify the kv_rules_tables to adjust friendly fire behavior. You can also search "friendly fire" on the Steam Workshop. There are a few existing mods that increase it. Try opening those mods with RPFM to see how they did it. They can serve as a good reference.
EggOnLegs 26 Jun @ 7:04am 
Hi, do you know which tables to change in RPFM to increase friendly fire ability? Thank you (I like the idea as Chorfs of firing through the labourers into the enemy!!)
ArthasL1  [author] 25 Jun @ 5:02pm 
@The Mighty Ragnarok
Thanks, I'm really glad you enjoy the mod! As for the issue you mentioned, it's unlikely that it's caused by this mod. It doesn't make any changes to projectile lifetime.
The Mighty Ragnarok 25 Jun @ 2:30pm 
fantastic mod, one thing however is some units like the salamander hunting pack's projectiles can now expire before hitting target.
朱大哥 25 Jun @ 9:31am 
大佬太神了!!
這也讓人懷疑CA在平衡弓兵單位時的數據到底有沒有也把無法判斷曲射而啞火降低的DPS考慮進去....還是說CA根本不願意承認這問題或不覺得這是個問題
Fidel Castro 25 Jun @ 6:59am 
@ArthasL1 awesome! I don't like giving myself unfair advantages.
ArthasL1  [author] 24 Jun @ 2:47pm 
@Fidel Castro Yes, it applies globally.
Fidel Castro 24 Jun @ 2:39pm 
does this also apply to enemy units?
MainSails 22 Jun @ 1:04pm 
You were already the very big friend but adding "Stop Idling" makes you the VERY big friend.
Donger 20 Jun @ 11:10pm 
This mod does wonders for almost every missile unit, except the rattling gunners who won't shot unless manually ordered to, I pressume it is because of the high friendly fire rate
foreverinlove 20 Jun @ 4:04pm 
还更新么
Burger King 20 Jun @ 5:40am 
感谢大佬的付出!这么多年了这真的极大的改善了游戏体验!再次感谢!:steamhappy:
yoohooet 19 Jun @ 3:15pm 
I love you
ArthasL1  [author] 16 Jun @ 6:21pm 
@ReturnToZender
Thank you so much, I really appreciate your words.
ReturnToZender 16 Jun @ 5:38pm 
To say this mod improved my game is an understatement. I never realized how poorly responsive the ranged unit AI in this game was, and suddenly it felt like I wasn't fiddling with obstructions and my units were firing far more frequently. Before, even the slightest interruption would cause a ranged unit to stop firing, but no more!

I played a MP game today without this mod and it felt so deeply frustrating in comparison. Thank you for making ranged units fun
Jorgos 16 Jun @ 8:17am 
Cool mod and Winnie the pooh is cool too
W3bst3r 11 Jun @ 7:17pm 
Thank you for this. Glory to CCP!
ArthasL1  [author] 29 May @ 9:44pm 
@落雪阁SEELE
取决于原版游戏中这些单位有没有高抛弹道。帝国的烟花炮恐怕是没有的。
落雪阁SEELE 29 May @ 6:28am 
那帝国的烟花跑也会高抛吗?:steammocking: