Total War: WARHAMMER III

Total War: WARHAMMER III

664 ratings
Stop Idling - Improved units reaction speed
6
4
5
3
2
2
   
Award
Favorite
Favorited
Unfavorite
Tags: mod
File Size
Posted
Updated
18.654 KB
Jan 27 @ 4:30am
Jan 27 @ 5:02am
2 Change Notes ( view )

Subscribe to download
Stop Idling - Improved units reaction speed

Description
A very simple and lightweight mod that I've been using for quite a bit.
Improves the way your units react to commands when pinned/firing/idling.

Pinning improvement:
- Ranged units and artillery are far more susceptible to be pinned in melee. Hybrid units swap between melee/ranged weapons quicker as a results.
- Idle melee units will react faster when coming in contact with enemy units.
- When ordered to move units will try their best to follow the order, instead of going back into the fight just because a lone unit has been trapped in combat. It will still happen if too many units are pinned.

Firing Improvement:
- Increased LOS threshold to become obstructed, so that even if less troops are able to shoot, they'll still fire on the enemy.
- Decreased the obstruction radius of friendly units, especially for weapons that have friendly fire. Now a man can shoot above the head of a dwarf. Incredible.

**This mod will never need an update.**

Compatibility:
Since this mod plays around vanilla values in the kv_rules table, it's compatible with almost every mod around the workshop. The worst that could happen is my values being overridden by those injected by another mod. Can be safely added/removed at will during your campaign, as it will only change *some* aspects of the battle AI.

This mod 把算力偏向远程单位,解决远程不开火的问题 Solve the problem of not firing https://steamcommunity.com/sharedfiles/filedetails/?id=3438179005 is NOT compatible and fully discouraged.
That mod overrides most of my changes in an extremely unhealthy and gamebreaking way. If you are interested in trying changing how AI interacts with direct/indirect shooting, I'd suggest you to use this one instead Passive Shooting Revised https://steamcommunity.com/sharedfiles/filedetails/?id=3439536997 , as it doesn't touch the kv_rules.

Regarding Friendly Fire:
There is a light increase in friendly fire in this mod, especially for low-accuracy low-rank missile units. Due to the changes above regarding direct commands, a missile unit that receives a DIRECT attack order from the player will be forced to shoot, at the cost of inflicting more friendly fire than a unit who is idling/attacking automatically. Those values where balanced around my 500ish hours of using this mod, reflecting the fantasy/realism I find the best.

If you think that even my values are too extreme for you, the mod More High Angle Fire https://steamcommunity.com/sharedfiles/filedetails/?id=3442905174 is compatible with this one, overriding some of my values to decrease a bit the efficiency of guns while being very frontline-friendly for arcing missile units.
98 Comments
rases  [author] 18 hours ago 
@CIit Yeastwood Usually, it's lua scripts that give problems in MP. This mod uses none.
CIit Yeastwood Apr 10 @ 1:39pm 
does this work in coop / mp?
NTTGermania Apr 10 @ 12:23am 
HOLY FUCK. WHAT THE FUCK? IS THIS... DID YOU JUST FIX WHAT CA FAILED TO FIX FOR THE LAST DECADE?
⎝⧹Spinach♰Sack⧸⎠ Apr 8 @ 9:28am 
dam this feels great, but im worried about maybe it making game easier, CA add this
rases  [author] Apr 7 @ 9:19am 
@[NC] Will Francesco There is a specific line in the kv_rules that determines exactly this behaviour. I've tinkered with the value of the line melee_attack_threshold_modifier_ordered a lot, in the end setting it at 0.4. It means that if you send an unit an order (ie. disengage from a fight), if 60+% of the soldiers are able to leave the combat, the unit is not considered in combat anymore for 8 seconds (the duration of the 'ordered' coefficient).

As usual, feel free to tinker the numbers yourself. Since the mod won't ever need an update, any changes you do to the pack will be final (and if you f up, you can re-download the .pack to go back to my own values).

I cannot and will not speak about CA's doing, as it doesn't feel right to me. This mod is simply one of the dozen or so changes that I've been using for 2+ years. I imagine that there is some kind of "vision" behind sticking to certain values on CA's part, and if not, I'm simply happy that I can mod it to better suit my liking.
[NC] Will Francesco Apr 6 @ 5:00pm 
speaking specifically about units following an order to leave combat, rather than getting dragged back by one lone unit stuck in combat -- HOW on Earth were you able to code this, when CA has been dealing with the problem for almost 10 years to no avail? I thought the engine wasn't capable?? Spaghetti code? I've used your mod myself and it is a noticeable improvement over Vanilla. Has CA been in touch with you? Are there plans to hire you to work with them? Your talent and motivation exceeds that of CA Sophia employees, clearly.
浅挚绊离兮 Apr 1 @ 11:15pm 
Great mod
Louen Leoncoeur Mar 26 @ 12:31pm 
Thank you for clarifiying.
Dead Mar 25 @ 7:22pm 
Nice
rases  [author] Mar 25 @ 10:25am 
After checking the DB post update, the mod indeed doesn't need any kind of update.