Total War: WARHAMMER III

Total War: WARHAMMER III

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Collision attacks for Monster & Monstrous units
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Tags: mod
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635.952 KB
Nov 15, 2024 @ 4:09am
Dec 5 @ 10:25am
17 Change Notes ( view )

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Collision attacks for Monster & Monstrous units

In 1 collection by SubRyan
SubRyan's mods
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Description
Enables collision attacks for those Monster (character, unit, & mount) and Monstrous (beast, cavalry, character, infantry, & mount) units that Creative Assembly have not touched yet. This change should allow units with wonky attack animations to do damage much more consistently

The rule of thumb I used was for every 100 Weapon Strength : 1 unit model added to Collision Attack Max Targets : 1 second added to Collision Attack Max Targets Cooldown




Popular Discussions View All (4)
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Nov 15, 2024 @ 5:40am
Mod compatibility / submods
SubRyan
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Nov 15, 2024 @ 5:39am
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30 Comments
Sin Dec 5 @ 1:06pm 
Does this need update?
WitcherHammer Nov 30 @ 7:03pm 
Though I agree with some changes this mod does, I'm not sure that balance of the game should be based on "army books". Skullcrushers and Bloodcrushers for example, they perform fairly nice, do they really need collision attack? Only that units which SUFFERS from long animation, which push enemies away BEFORE attack animation connects to them need this, like Yuan Bo in his dragon form.

There are a few good posts on TW forums by Spellbound, which explains the problem with:

"a lot of SE have an issue where their animations knock targets out of the attack zone before the attack is completed which results in no damage."
https://community.creative-assembly.com/total-war/total-war-warhammer/forums/10-battles/threads/7350-suggesting-a-fix-for-single-entities-not-connecting-and-balance-issue-with-animations#post-95798
https://community.creative-assembly.com/total-war/total-war-warhammer/forums/10-battles/threads/115-collision-attacks-are-an-underutilized-mechanic?page=1
SubRyan  [author] Apr 10 @ 2:12pm 
I have updated the mod to give collision attacks to Bloodcrushers and Skullcrushers

Cold Ones and Horned Ones are classified as War Beasts in the army books
teo-lost2 Mar 27 @ 12:15pm 
@SubRyan
The Bloodcrushers, Skullcrushers, Cold Ones and Horned ones don't have collision attacks enabled despite being monsters or monstrous units.
SubRyan  [author] Jan 2 @ 3:33am 
I included everything that is a Monster or Monstrous unit. Pegasi and Dark Pegasi are classifed as Monstrous Beasts in the army books
Echo Jan 2 @ 3:05am 
So... if you intend for this mod to apply to "units with wonky attack animations" according to the description, why are there so many units included? It seems to me far too many at a glance. I mean, horses and pegasi for one shouldn't have the mass for collision attacks.
Antagonistes Dec 16, 2024 @ 4:04pm 
Thanks for the explanation.
SubRyan  [author] Dec 15, 2024 @ 3:29am 
Splash attacks on the other hand will do splash damages against units up to the designated size limit selected for that melee_weapon key if splash attacks are enabled. Splash attacks are also limited by whatever entity limit said melee_weapon key is assigned. High priority targets will receive focused damage
SubRyan  [author] Dec 15, 2024 @ 3:29am 
Second half of collision attack explanation

That's a baked in benefit of collision attacks since they were designed for chariots who compensate for the very small number of models with the ability to attack significantly faster than most units which occurs roughly once per 5 seconds. Big monsters with very long attack animations need help in a similar way. Another benefit is bad animations which were losing damage by either knocking infantry out of the attack zone before the attack completed, or just targeting infantry who were isolated and wasting a significant amount of damage. The Dread Saurian was losing about half its WS to this bug before collision attacks were added which is part of the big performance gain it has seen."
SubRyan  [author] Dec 15, 2024 @ 3:28am 
Explanation from reddit

"So collision attacks function fairly similar to splash attacks by dividing WS (Dread Saurian has 8 targets for it's collision attack). Collision attacks apply once per second up to their max targets so long animations can apply additional damage (this is balanced out by the hits requiring an attack roll so high MD provides a benefit). Finally if a unit collides with more than it's max targets in a second, 8 for the saurian, the remaining units are hit with impact damage which is a physics based system that maxes out at 70 damage. So on a long enough charge against infantry with a low enough health (or infantry that are missing health) a monster with collision attacks can kill a large number of infantry due to functionally attacking multiple times.