Total War: WARHAMMER III

Total War: WARHAMMER III

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Just Good Babysitter
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battle
Tags: mod
File Size
Posted
Updated
46.528 KB
Nov 13, 2023 @ 12:49pm
Nov 30 @ 5:22am
43 Change Notes ( view )

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Just Good Babysitter

Description
6.3+ compatible

Have you ever felt yourself more a baby tender than a commander because your units stop doing what they were doing and go smoking every 5 seconds for CA knows what reason? If yes - this mod is for you.

It helps your units with one simple thing - following orders
If one was ordered to attack, the unit will continue to attack until there is no one to attack.
If one was ordered to stay - he will stay

- automatically attack nearby targets from idle mode if last command from player was to attack
- will not attack if guard mode is enabled

there is also a bit of logic implemented
- units prefer to attack same target as before they gone idle unless it is shattered
- ranged units will attack same target if its in their range
- active units preferred over routing or shattered ones
- routing ones preferred over shattered
- new: units attacking shattered targets will change to another target if there is more than 4 active enemy units left and current target is not a character

if you see any inconsistencies or something can be improved - let me know, but basic purpose of the mod - to handle idle states giving you time for more important decisions

The is few MCT (Mod Configuration Tool) options, so check it out! To persist changes should be made in campaign

How to do basic debug
1. Get the 'Script Debug Activator' mod
2. Enable debug mode in MCT settings of a mod
3. Reproduce the problem, look for the log files in WH3 rood directory
4. See if logs contains any "SCRIPT ERROR" lines

Update 09/02/2025
Weights system added, helping better decide which target should unit attack from idle state
- Units should prefer closer enemies, or those over which they have a speed advantage
- Now they should split between enemies more evenly
- Units got a chance to change target that is shattered and have higher speed

Mods compatibility
- Compatible with AI General 3

Just Good UI Mod
Just Good Battle UI

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Popular Discussions View All (4)
17
Aug 19 @ 1:25pm
Change target function for routing/shattered units with higher speed
DeaDBreaD
13
Jan 3, 2024 @ 5:55am
Fixed: Mods that confuse[d] JGB
paperpancake
1
Nov 28, 2024 @ 4:57am
About technical details
shadow_sc
551 Comments
hey bro tot is out for 19 mins update? xd
Buffalo Dec 1 @ 8:28am 
@Deo thanks
Equalibrium Nov 30 @ 12:20pm 
Man, it feels amazing to play now thanks to you. I'm literally at a loss for words! You're incredible! Thank you so much! 10/10!!! :steamthumbsup::steamthumbsup::steamthumbsup::steamhappy:
Deo  [author] Nov 30 @ 11:47am 
it should stop any ranged units from continue attacking when ammo depleted
DeaDBreaD Nov 30 @ 8:04am 
@Deo How does that work with hybrid units and units with special ammo like the mine workers i mentioned?
Deo  [author] Nov 30 @ 5:24am 
@Buffalo added an option to stop ranged units once they ran out of ammo
NING GEN FOOD Nov 29 @ 6:19am 
Best mod ever :steamthumbsup::steamthumbsup:
ARMAPOL Nov 28 @ 5:57pm 
just want to tell you how grateful I am seeing this mod still updated and maintained to this day. thank you for your hard work and diligence my good sir
Deo  [author] Nov 28 @ 1:40pm 
@PapaNurgle found a problem, thanks!
PapaNurgle Nov 28 @ 9:23am 
It looks like since the update the units go back to idle after defeating another unit, at least if the battle is won they dont chase any unit down after the first one targeted is wiped out no matter what option i choose in MCT. any idea ? thx