Total War: WARHAMMER II

Total War: WARHAMMER II

Aerial Pursuit
63 Comments
V Jul 18, 2023 @ 10:55pm 
Works perfect, ty!
paperpancake  [author] Jul 18, 2023 @ 7:47pm 
Updated today fixed a bug that prevented you from assigning aerial pursuit units to be friendly support over hidden units. (Coatls giving units stalk will now no longer cancel that unit's friendly aerial support.) Thanks @Valour for the bug report.
V Jul 18, 2023 @ 4:53am 
1) Setting "seconds between aerial checks" to 0.2 actually causes a noticeable delay on my PC, making the check more like 2 seconds. Setting to 0.4 is very smooth. Maybe you can check if there's a typo or something?

2) There is a bug. If an aerial unit follows a character who has stalk, upon stopping (the character stops and the aerial unit catches up) even for a moment, the aerial unit no longer follows the character.

I was so excited to use Coatl to set up an ambush giving my ground unit stalk, but the fact that the aura itself provides stalk causes the bug to happen. In the video you can see clearly what's happening:

https://www.youtube.com/watch?v=8-qLADYfHnE
paperpancake  [author] Apr 1, 2023 @ 6:56pm 
@Rabbit I did not make a WH1 version. And you are correct that if you assign this to fly over allies, it does not used bombardments and does not attack enemies on the ground. It's was made as a simple order, not AI control or anything advanced. (I'm glad you got to try this with the High Elves, btw. Phoenixes are my favorite unit for this mod.)
Rabbit Apr 1, 2023 @ 6:42pm 
is this by any chance availble for warhammer 1?
Also I've noticed that if you set it to defend allied units (Cant remember the proper name) it wont do anything else but fly above them, no bombardment use or anything. Still testing with other units only did so with the elves so far.
paperpancake  [author] Jan 5, 2023 @ 10:12pm 
Aerial Pursuit for WH3 is now available. Enjoy.
Green Raven Dec 24, 2022 @ 2:28pm 
Thanks!
paperpancake  [author] Dec 24, 2022 @ 6:02am 
I've started porting Aerial Pursuit to WH3. I don't have an ETA for the beta yet. I'll post here when it is available.
Green Raven Dec 14, 2022 @ 5:35pm 
Hope this gets a Warhammer 3 update...
nelsonoteroaz.2014 Aug 26, 2022 @ 4:39am 
You BETTER make this mod for Warhammer 3
ektoplazm Jul 18, 2022 @ 8:59am 
great work, didnt know the game/engine was even capable of good aerial stuff!
Racoon Dec 17, 2021 @ 11:17am 
thx. nice mod!!
=[NK]= Col. Jack O'Neil Nov 22, 2021 @ 10:24pm 
Nice implementation paper!
paperpancake  [author] Nov 22, 2021 @ 2:56pm 
This mod's update today fixes a bug that was allowing an aerial pursuit unit to continue to follow their target even if the target became hidden after the initial order was given (thanks @TempuS)(FatumA for bringing this to my attention). The update makes it so that if the target becomes hidden, your aerial pursuit unit will maintain course towards the target's last known location. Your aerial pursuit unit will only update directions when the target becomes visible again. If the target is not visible when your flying unit arrives at the target's last known location, your flying unit will wait with the aerial pursuit lock still on for the target to reappear.

@TempuS)(FatumA Thanks again!
TémpuS)(FátumA Nov 22, 2021 @ 4:39am 
Hi! It's an awesome mod, love it.

There is a little issue, I guess. There can be such a situation: you lock in the target from far away, target goes hidden, bird follows the hidden target without fail. I mean, bird literrally gets an order to move to another "empty" location, where the hidden unit has moved to after becoming hidden.

Maybe script_unit:is_visible_to_enemy and script_unit:is_hidden could help to resolve the issue (if it's an issue even).
Dampfish Nov 7, 2021 @ 1:45am 
@paperpancake Hmm, maybe it could be done by tracking how much damage they deal vs how much they take? Like, they'll abort if they receive more damage than they dish out or something.
paperpancake  [author] Nov 7, 2021 @ 1:22am 
@Dampfish Kind of. I actually started making a cycle charge mod, but there's not a consistently accurate way to tell whether the cavalry hit the enemy or charged through to the other side. The script functions only provide very basic quasi-accurate position information without bounding boxes or knowing which entities are standing, etc. In other words, it is possible to adapt this script to tell a unit to go back and forth between a fixed location and attacking a particular enemy, but there's not a good way for the script to tell if it would be suicide for the unit to keep attempting it. I suppose that could be left up for the player to manage, but it seems like a significant flaw.
Dampfish Nov 6, 2021 @ 9:36pm 
Could this somehow be adapted for ground units to have, say, cavalry doing circle charges on their own?
cos i is stewie Nov 5, 2021 @ 7:46am 
one of the best mods ive seen
Cyanide Oct 29, 2021 @ 10:50pm 
Brilliant! thats exactly what it needed, thank you! Only issue is with the Thunderbarge, due to its size and slow speed it only drops if the enemy unit has stopped moving, as it cant keep up or get slightly ahead of it to auto drop. Otherwise, great mod.
paperpancake  [author] Oct 29, 2021 @ 9:55pm 
@Cyanide7662 In this mod's config instructions I had made a mistake in the filename that I've now corrected. The file should be called aerial_pursuit_config.txt not find_idle_units_config.txt (that's the filename for one of my other mods). Can you check to make sure that you are using the correct filename in the mod_config folder and let me know if that fixes it for you? I'm sorry for the trouble.
Cyanide Oct 29, 2021 @ 8:55pm 
Hi, i have to report the same problem as Sirmicou, using Gyrocopters, Gyrobombers, theThunderbarge and Flamespyre Phoenix, and NONE of them will auto bombard, even when the enemy unit is standing still, and fully formed up. They will fire their cannons and guns fine, but they will not drop their bombs. I have played with the settings in the config file, but nothing has worked to get the auto drop working.
BlazeXI Oct 9, 2021 @ 1:17pm 
so with this mods my dragons wont be so stupid and forget to use their wings in fight
paperpancake  [author] Oct 3, 2021 @ 9:08am 
@sirmicou85 That's not actually a bug unless your unit isn't attacking even if your unit is not moving. The behavior you describe is expected if the enemy is moving because vanilla gyrocopters can't normally move and shoot at the same time. When you give an aerial pursuit order, your unit will keep moving to stay above the enemy in preparation for a bombardment. If you just want your unit to attack, you can give a normal attack order instead of an aerial pursuit order. (Or, if you still want to use an aerial pursuit order but give your gyrocopters time between movement orders so that they can attack, you can increase the seconds_between_aerial_pursuit_checks using MCT or the config text file to suit your desired style.)
sirmicou85 Oct 3, 2021 @ 12:32am 
Hi ! Thank you for your mod but I want to report a bug : my flying units automatical attack doesn't work. They only follow their target without making any attack (except the bombardments when I activate it in the MCT). I used the gyrocopters. Could you fix that please ? :)
paperpancake  [author] Sep 21, 2021 @ 6:12pm 
@Barney Thanks for following up. That makes sense, given that Spectator Mode is out-of-date (which is why its title and my description says to switch to AI General if you want to use something similar). I'm glad you figured out how to get this working for you. :)
Barney Sep 20, 2021 @ 12:44am 
Yeah looks like its incompatible with *SWITCH TO AI GENERAL II* Spectator Mode II.
Cant wait to use the mod now. Thanks @paperpancake
paperpancake  [author] Sep 19, 2021 @ 3:08pm 
@Barney You have the mod enabled in your mod manager, yes? Do you have any other mods enabled? It's worth trying to disable all other mods except this one and then play a quick custom battle. If this mod works, then there was an incompatibility with another mod and we can try to figure out what it was.
Barney Sep 19, 2021 @ 12:00pm 
for me the button is not showing up , any tips?
miluh Sep 18, 2021 @ 9:01pm 
I wouldnt know if this was ever possible. Just WOW !
paperpancake  [author] Sep 3, 2021 @ 5:13pm 
@dr. makafui Yes. If you've modded the abilities to have more uses, you can update the limit. You just need to do the copy the same thing I did in this submod but use the values for your modded ability instead.

If you are running into the limit early with vanilla abilities, though, then please let me know that, since that would be a bug that I would need to address in this mod.
dr.makafui Sep 3, 2021 @ 4:25pm 
Hello, quick question. Is there a limit to the number of bombards used that is hard-coded in the mod? Cause it seems that after a number of uses they stop bombarding the opponent.
nflickner Sep 1, 2021 @ 7:33pm 
I hope that CA sees this and implements something similar in WH3!
nflickner Sep 1, 2021 @ 7:32pm 
Great mod, and thanks for the video--I really appreciated the explanation!
TebiCake Aug 31, 2021 @ 11:21am 
Wtf impressive. Lemme see if it works properly.
Luxmaris Aug 30, 2021 @ 7:00pm 
Great. How about Gyro following Thunderbarge?
paperpancake  [author] Aug 30, 2021 @ 8:55am 
Two particularly exciting features in today's mod update:

1. You no longer need to unpause for your orders to register before turning on Aerial Pursuit. (The cosmetic arrow won't update until unpaused, but the icons will, and the target will be chosen correctly.)

2. There's a new configuration option, allow_friendly_air_support, that allows you to order your flying units to move above friendly units. Useful for Coatls or for fending off enemy flying units. Friendly air support will not be marked as idle by Find Idle Units. Let me know if you wish it was and I can add a config option. (@Whale_Meat)

Thanks to everyone that has been offering positive feedback and encouragement. Enjoy!
dr.makafui Aug 28, 2021 @ 3:32pm 
Thanks. It works for summons now. Great job
paperpancake  [author] Aug 25, 2021 @ 5:26pm 
@dr.makafui Can you try your summoned flying units with the update I just uploaded and let me know if that fixes it for you? You might have to unsubscribe and resubscribe to get steam to give you the update. I think the issue you were having was an oversight on my part. My mod wasn't properly accounting for summoned flying units before. I'm sorry if it cost you much time troubleshooting. I certainly appreciate you finding and reporting this issue so that I can fix it. :)
dr.makafui Aug 25, 2021 @ 3:08pm 
Hi, noticed that the mod doesn't work with summoned version of vanilla units i.e. if i have a custom spell that summons a flying unit, the button is deactivated. What modifications would I need to add in order to make summoned units viable? Thanks
Dr Charko Aug 25, 2021 @ 2:25am 
What a nifty mod.
MayDay7390 Aug 22, 2021 @ 4:26pm 
I think that adding targeting to friendlies would be a bit easier than the lock groups. I don't know too much about how hard that would be however.
paperpancake  [author] Aug 22, 2021 @ 3:25pm 
@All Thanks for the positive feedback!

@Whale_Meat (and anyone else interested) It depends on what you mean.

Yes, it should work in the sense that Coatls should still give nearby friendly units stalk even if this mod is moving them; this mod shouldn't interfere with that ability. Master of the Sacred Spaces is a constant ability, so there's no wind-up to interrupt.

If you are asking whether this mod can be used to move Coatls over friendly units instead of enemy units, the answer is: Not currently, though the game's "lock group" can help with that. I've been considering adding a new configuration option to allow this mod to target friendly units to provide air support. I didn't include that as the default because I worried it might make it harder in some rare to target enemies. Is friendly air support a feature that you would find more helpful than locked groups?
MayDay7390 Aug 22, 2021 @ 1:24pm 
Does this mod work with Coatls and their stalk effect?
Scrofus Aug 22, 2021 @ 1:18pm 
By Thungni! This is an amazing mod! Just tried w/ a submod for Thunderbarges and it really makes the game more fun. It works! Thank you man! A genius mod indeed! :D
paperpancake  [author] Aug 22, 2021 @ 8:17am 
@Lemonz The Thunderbarge can also use auto-bombardment if you also use this submod: https://steamcommunity.com/sharedfiles/filedetails/?id=2579403923
cybvep Aug 22, 2021 @ 6:15am 
LOL because of the cockatoo thumbnail. Nice one.
Lemonz Aug 22, 2021 @ 2:41am 
I found out that Auto-Bombardment doesn't work with Thunderbarges but you can just press the bomb button
Lemonz Aug 22, 2021 @ 1:16am 
Does it work with mod units like the Thunderbarge?
AETERNA Aug 22, 2021 @ 12:41am 
Wow man. Amazing mod. This is great!