Total War: WARHAMMER III

Total War: WARHAMMER III

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Aerial Pursuit for WH3
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Tags: mod
File Size
Posted
Updated
1.065 MB
Jan 5, 2023 @ 8:23pm
Mar 25 @ 4:32pm
19 Change Notes ( view )

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Aerial Pursuit for WH3

Description
Flying units should be fun! Your general has other things to worry about than micromanaging bombard orders for units halfway across the battlefield.

Only tested in single-player.

This mod allows you to tell flying units to move above enemy ground targets that you choose and hover above them. This mod automatically uses your bombard abilities on the enemy below (or you can configure this mod for manual bombardment).

Aerial Pursuit is not meant to replace your control of flying units. It simply gives you the ability to hover over units and bombard them. It has some logic for reacting to enemy fliers and for using ranged attacks, but it is not the same as attack-move nor AI General.

Similar to the WH2 version, but with new features
  1. Auto-using bombards is now turned on by default. Change the configuration if you wish to only use abilities manually.

  2. Ranged flying units without fire-while-moving can now stop to fire their main weapon between bombardments.

  3. Added support for automatically using bombard abilities wind-up times (Sky Junk, Knights of Immolation, and Arcane Phoenix).


Abilities this mod can use automatically
You can use this mod to move any non-summoned flying unit, whether it has bombard abilities or not. The Auto-Bombard Abilities it can use are:
  • NEW - Dwarf Trollhammer and Thunderbarge units
  • WH3 - Knights of Immolation Searing Torment (Tzeentch RoR)*
  • WH3 - Cathay Sky Junk Bombs, Cathay Great Moonbird (units and mounts), Empire Crowmen Nan-Gau Grenades (Cathay RoR)
  • WH3 - Arcane Pheonix's Emberstorm
  • Flamespyre Phoenix’s Wake of Fire
  • Lizardmen’s Drop Rocks (and Spheres) of various kinds
  • Dwarf Gyrocopter, Gyrobomber and Skyhammer bombs
  • Flock of Djaf’s Death From Above (Tomb Kings LoL)
  • Any modded units that use one of the abilities above. If a mod adds a custom ability instead, it can let Aerial Pursuit know about them using the same template as this submod. If you let me know about such mods or submods, I can add to this list.


How do I use this?
  1. Select one or more flying units.

  2. (optional) Click near the enemy you want to target, or click to attack.

  3. Activate Aerial Pursuit using the hotkey or the button.

  4. This mod finds the enemy ground unit that is closest to the place you last ordered your flying unit to move or attack. This mod locks in that target.

  5. This mod tells your flying unit to move above that target, frequently updating the move order.

  6. If an enemy flying unit comes nearby, your unit will attack it to maintain air superiority before continuing on to its ground target (this can be configured).

  7. (optional) When your attack-moving unit is above the enemy ground target, it will start automatically bombarding the enemy, depending on your config.

  8. If the enemy flees, your flying unit has done its job! It stops its pursuit, unlocks Aerial Pursuit, and awaits new orders from you. (You can configure it to keep chasing fleeing units if you prefer.)

  9. If you need to give a unit a different order, unlock the aerial pursuit order by selecting the unit and using the hotkey or pressing the button. It will only accept your new orders after Aerial Pursuit is unlocked.

    Most bombardments and some character skills have no wind-up time, so you can use those abilities even with the Aerial Pursuit lock turned on. However, some abilities (like Dragon Breath attacks and most spells) have a wind up time that will almost certainly be interrupted by this mod unless you unlock the unit first.

    **This mod cannot determine if you've shift-clicked some orders. It will just lock in the final destination and all the other orders in between will be lost.


Optional Configuration
This mod should work without you doing anything with configuration. However, you can customize a lot of variables between battles using either MCT (new or legacy) or the configuration text file.




What hotkey does this use?
You can use whatever key combination that you set up. This mod typically uses whatever you set "Save Camera Bookmark 8" to be (it’s usually not set to anything). I personally use X, since I don't ever use X to control the camera.


Save Game Compatible
This script only affects battles, so you can start using this mod within a campaign at any time.


Mod Compatibility
Should be compatible with almost any well-written mod. If you find an incompatibility, lmk so I can talk with the other modder or at least list the compatibility here.

Keep in mind that custom bombard abilities won't be automatically used unless they are registered with this mod like in this submod (if modders have questions, feel free to ask).


Multiplayer?
I have not yet tested this in multiplayer. Based on mods I've made in the past, I suspect that in multiplayer cooperative campaigns, it will only work for one of the players who has an army in the fight (not spectators, even if an ally gifts you units). If you try it, let me know how it goes.


Special Thanks
RPFM (of course). Hambango for the hotkeys idea. Icon is a cropped version of a high elf icon from the game.
47 Comments
Mumm-Ra Apr 17 @ 1:47pm 
Ok thx. I'm trying to familiarize myself by checking for errors in mods I'm using. I always hear modders say dont change the mod order because they should load in the right position for me. That's not worked in my case because im using over 100 different mods. If you layer your mods correctly, you can have an incredible experience
paperpancake  [author] Apr 13 @ 12:59pm 
@Mumm-Ra You're referring to the get_section_by_key() entries? You can ignore those, since MCT still returns a usable section. iirc, that's from trying to keep things backwards compatible with the old MCT (probably no longer necessary), but I'll double-check when I get the chance. You can use both Aerial Pursuit and AI General, yes. I do. All my current mods should be compatible with each other.
Mumm-Ra Apr 13 @ 11:03am 
I noticed some errors in the logs with MCT. Also a error with AI General 3. Is this normal? Should I not be using the both of these mods together? Following link is to the log.txt file

https://limewire.com/d/HuoNC#zDmJIAiHqQ
paperpancake  [author] Dec 13, 2024 @ 1:53pm 
Updated to add support for auto-bombardment from Dwarven Trollhammer and Thunderbarge units. The Dwarf roster should now be fully supported once more.

(I do not have Malakai's DLC to test the Thunderbarge myself, so if you discover an issue with it, please inform me before adding to your book of grudges.)
Mineiro Dec 11, 2024 @ 3:26pm 
nice mod :D
paperpancake  [author] Nov 22, 2024 @ 5:14pm 
Sorry for the delay. "Update" is posted (no changes).
paperpancake  [author] Nov 4, 2024 @ 1:35pm 
I haven't been feeling very well and can't predict when I will be ready with an update. It seems to be working without an update based on brief testing today, but I haven't really dug into it yet. If you play around with it before I update, let me know if you encounter any unexpected bugs.
Hear me roar! Oct 31, 2024 @ 8:03pm 
update please for 5.3 thanks
Hear me roar! Oct 22, 2024 @ 8:36pm 
thanks for updated
paperpancake  [author] Jun 29, 2024 @ 11:46am 
"Updated"