
CA_Nova#4724, in !!! INCREASE LOD DISTANCE !!!
7 months ago
Hi there, thanks for the feedback - I'll have a chat to the devs about this. Best, CA_Nova
CA_Nova#4724, in !!! INCREASE LOD DISTANCE !!!
7 months ago
Hi there, thanks for the feedback - I'll have a chat to the devs about this. Best, CA_Nova
CA_Liam#6659, in Odd cavalry stats
a year ago
Hey there @Sagez#6761
Hope you're well, I've moved this thread over to the battles discussion area as the bug area is only for bugs.
All the best!
Liam
CA_Nova#4724, in Broken feature that should be updated: Officer dead flag
a year ago
Hi there, the officer dead flag is deprecated so we will be removing it. Thanks for flagging. Best, CA_Nova
CA_Nova#4724, in !!! MISSING BANNERS AND OFFICERS !!!
a year ago
Hi there, this is in our backlog and a note has been made with devs. We plan our resourcing based on design needs, bug fixing, and player feedback (among other things). We'll keep this one on our list and keep reviewing it. Best, CA_Nova
CA_Nova#4724, in Patch 1.3.0 mistake that was never clarified.
a year ago
Hey there, I have logged this and a dev has been tagged into the ticket to check if the change was reverted, or just never implemented. Thanks for flagging. Best, CA_Nova
CA_Nova#4724, in Why weren't High Elves included in the new homing projectiles changes?
a year ago
Hi there, so I can speak to questions around Markus, High Elf Princess Heroes, Alith Anar etc - these characters/units don't have homing profiles. A lot of the early bow lords had homing profiles, that is true. The devs are discussing whether homing profiles are extended out to units like these. Best, CA_Nova
CA_Ducky#2710, in Character Knockdown rates should be reevaluated.
a year ago
saweendra#3399 wrote:On this note i want to bring back my old suggestion to i gave @CA_Ducky#2710 Back in the day.
Before the knock down fix there was mechanic in the game where foot characters getting up speed was tied to their armor value. So heavier armor one got up slower
Lower armored ones got up faster.
This was removed prior to the discovery of the knockdown bug since it made heavier armor characters poor.
I think this should make a comeback.
Hi @saweendra#3399
Thanks for the feedback but I'm not the same CA_Ducky as before. I've just joined the new forum :)
CA_Archimedes#9221, in !!! MISSING BANNERS AND OFFICERS !!!
a year ago
Steph#6413 wrote:I'd like to stress something. You may have the impression modders (and players are often worse) are always asking for more. Or maybe you from CA are upset when some players make comment such as "if a modder can do it, why can't CA do it?'.
But there something very important to keep in mind. Modders can do their work because the engine developped by CA allows it. We can relatively easily add unit variants and textures, or colour variants, because the db tables, wsmodel and variantmeshdefinition systems allows it.
I can add 982 lines just for Bretonnia, more or less increasing the size of everything related to units by a factor 20, because the engine can handle that and doesn't crash even with all this extra burden!
So I can complain that the dev at CA are doing a poor or lazy work. But since with my mod I'm exploring some kind of new directions, trying to find creative way to go farther than maybe you thought it was possible to go, I have to use non-optimal methods to achieve this. I'd love if CA could make it even easier, I could greatly simplify my mod and the modding process. But it remains a rather specific request, maybe not needed at all for someone else. So I hope to get it one day... But I don't really expect it unfortunately.
I don't think modders or players are being unfair asking for more, especially when people in the community are capable of making such amazing stuff with the tools :)
When it comes to "a modder did it, why can't CA do it too?" - there's a plethora of various reasons why we can't always easily change/add/fix various things as quickly or simply as we'd like to, even when we really want to sometimes, and we find it frustrating when we can't too. Alot of it depends on how deep in the scripting and/or code some things go, and then the potential knock-ons this can have to other systems, sub-systems, etc if we do so. Everything needs to be looked at carefully, especially if it's something at the very core. During QA testing in typical software development for example, it's not uncommon to find that a fix for something has unintentionally broken something else or had - on occassion - a much worse outcome due to an unforeseen element at play. This can then often require a subsequent follow-up fix, or even a rollback to try again. There's also obviously always a lot of other competing work going on which has to be balanced around what we can do in a reasonable amount of time too that can provide good impact but without massively impacting potentially severe defects leaking also. It's a very tricky balancing act that is always there in Game Development.
The great thing about modders such as yourself is that they are not bound to these same constraints and priorities as we are in the same way, and so can spend a lot more time creating new, amazing content in very specific areas and even as you said, fixing or improving on existing issues in the meantime. :)
CA_Archimedes#9221, in !!! MISSING BANNERS AND OFFICERS !!!
a year ago
Steph#6413 wrote:CA_Archimedes#9221 wrote:Is this Bretonnian Heraldry mod yours did you say?
That looks amazing, love all the different regions and heraldry represented there :)
Yes, that's my Bretonnian heraldry mod. I have the same for Empire. And Cathay/Kislev, but for them it's more colours than heraldry. However; Cathay and Kislev have banners. Empire and Bretonnia not yet (too much work at the moment). If you like it, try to nudge the dev team in the right direction to implement my ideas, it would greatly simplify it.
Anyone willing to help: my discord Steph#8569
Wow, that's fantastic work! :)
Really cool you spent that much time to make all those unique heraldries, can definitely tell you put a lot of work in on that. So many amazing modders in this community
CA_Archimedes#9221, in !!! MISSING BANNERS AND OFFICERS !!!
a year ago
Steph#6413 wrote:Tyrant#1234 wrote:CA_Archimedes#9221 wrote:Hi, thanks for sharing this, I really like this idea - and it was a thing in the tabletop game also.
I duno if we will ever be able to do it due to;
1) cost (across all the races which would need bespoke models at once)
2) Technical/code limitations - I'll have to ask around and see how much the current engine is capable of putting these in
But i'll raise this as this definitely is very cool to have if we could :)
Understood that some things the community wants may not be the best use of resources for CA. With that in mind, it would great if CA could make it possibly for modders to mod.
Things like banners and regional recuitment of units that retain subfaction colours. It was possible before in WH1, but talking to modders they say it's been made infinitely harder to replacate in WH3.
I wouldn't see its "infinitely harder". It's different.
It is still possible, I have a mod for WH3 where units have banners and heraldry/colour based on the region where you recruit them. It cannot be done the same way as for WH1 or WH2, where we had "resource" (left over from Rome 2, used by auxiliary), and this has been completly removed by CA. So I had to be creative to find another solution, this one is entirely scripted. It has some benefits, it allows finer control : like having units based on region and not province (Brionne units are different from Carcassonne), or even city (units are different if you recruit them while garrisonned in Altdorf, or outside the city in Reikland).
However, there are currently two big limitations
- the graphics (model, texture, icons, colours) are defined in a table linking unit and faction. But there is no way to link it to a region.
- officers and banners are defined in a table linking a unit and these personalities. Again no way to link it to a region.
So to make regional recruitment, you need to create as many copy of a base unit as you want regional variations. It means you could have maybe 20 copies of every unit. So it's x20 memory usage, and thousands of extra lines in the db. It's tedious, time consuming, and not too good for performances. It works, but it is far from optimal.
If CA wants to help modders, and don't want to invest too many resources, they could
- fix the two bugs we have with banners (officer placement and post battle calculation)
- add a way in unit_variant_colour and land_unit_to_battle_personalities table to add the region and faction as a parameter, so the SAME unit could have different colours or officer based on the region where it is recruited (if not empty), then the faction recruiting it (if region is empty and faction is not empty). It works with faction at the moment, CA needs to hide the region.
- possibly make a few generic animation for standard bearers. Ideally using a prop for banners that could be easily retextured independantly (just add the banner as a weapon to a bannermen, no need to create new anim sets as we have now).
If CA does this, it would allow reducing size of mods like mine by 95% (for db tables), it will be much faster and easier to do.
Here is an example of the full roster for Bretonnia
Is this Bretonnian Heraldry mod yours did you say?
That looks amazing, love all the different regions and heraldry represented there :)
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