Total War: WARHAMMER III

Total War: WARHAMMER III

Hold Position - Hold Ranged Units Stationary (6.1.X)
173 Comments
KidouKenshi22 Aug 22 @ 11:30am 
does this make the AI archers stop running away??
wrought82 Jul 9 @ 10:07am 
More precisely, could this be altered into a passive ability that reduces move to 0 the way the stance does for 5 seconds after firing unless the stance is active or unit has fire While moving/360. Slight benefit to player making it easier to use, but mostly it might enable Ai to use ranged units that cant be made to run with a single unit. Could maybe be a separate mod that only affects Ai? If its not something youd be interested in im still curious if you think its possible?
叁柏 Jul 9 @ 7:42am 
Okay, thank you for your explanation. The issue of ranged units moving forward is really a very annoying problem. May I ask if you have enabled any other mods to improve the ranged units?
Snek  [author] Jul 9 @ 7:20am 
Yeah, that was introduced in 5.0 I think it's a game engine forced minimum speed to allow single entities to turn. Nothing I can do about that unless CA lets me into their game code.

Also, the issue with some artillery engines creeping forward is an animation issue. The animations for firing for some units don't return the unit back to the 0,0,0 starting point of the animations. That is more fixable with animation tools, but outside the scope of this mod and not something I'll probably ever be able to prioritize.
叁柏 Jun 24 @ 1:35am 
I've encountered a strange problem: when I open the skill button, there are still 1 - 2 points of speed remaining, preventing the troops from coming to a complete stop.
Dragon32 Jun 21 @ 5:49pm 
@bombardino crocodilo
Snek posted on another mod of theirs: "Still feeling completely burnt out on Warhammer.", so don't expect too much too soon
bombardino crocodilo Jun 21 @ 1:50pm 
Any news on a update?
wrought82 Jun 6 @ 12:17am 
Any way to force AI to use this on certain units? Or are skirmish units already excluded - if so can this be forced on AI - with no deactivate in melee?
csmnstoica Apr 28 @ 1:08am 
Just to reiterate - please remove "deactivate hold when in melee"
One flying unit gets into your backline and there is chaos now compared to before. Plus you have to reorganize and re-hold units. It kind of diffeats the purpose of the mod.

Additionally, could you display an icon or anything on an unit to let us know if the unit is on HOLD or not.
csmnstoica Apr 14 @ 3:39am 
Please remove the "deactivate hold when in melee" flag.
I have to constantly recheck if hold is activated which is a major PITA. Its not helpfull at all, especially when using groups
If people like it - maybe you can make a MCT option to enable it.

As it is now its just chaos with it.
Shaft Ten Apr 10 @ 9:27am 
I have just started to use the mod some days ago. So i don't have a lot of cases. But a classic one is that i command a set of handgunners (and their derivation, about 6) to fire at a giant. As the giant is huge and there are no other units at the front of the handgunners, i do suspect that they could finish the giant. But instead i see the giant rushed into them almost without any damage received. I redo the same battle, and tried different strategies. I think it has something to do with the angle. Seems like if the unit has to turn to fire, then sometimes they don't fire at all until i change subject or turn the ability off. I am not sure why, maybe it is just because CA doesn't give much calculation resource to fire units, which players always complain because their fire units don't fire.
Snek  [author] Apr 10 @ 5:53am 
@Shaft Ten what kind of unit and did they have clear lines of sight? CA has been making some AI behavior changes, which could interact oddly with this ability.
Shaft Ten Apr 9 @ 2:18pm 
I am not sure, but i do observe the they don't fire while the ability is on. I waited and waited then i decided to deactivate the ability, then they fire immediately.
Mumm-Ra Mar 30 @ 12:51pm 
Fire!!!
Vékell the Shape-Shifting Mar 17 @ 2:53am 
Definitely one of the most needed mods. Why the hell don't developers do this when they make a game?
Literally Dying Mar 7 @ 2:50am 
This should be in the base game wtf.
Snek  [author] Mar 6 @ 9:00pm 
The complex sets of ability flags just dont seem to work with this mod now like they did earlier on or in WH2, so I'm limited in what I can get it to do. What I did just add, which I'm amenable to removing if people don't like it, is a flag so the ability deactivates if the unit enters melee. This should make recovery from getting charged work better.

As for the Dreadquake unit awkwardly inching forward, there seems to be something in the game engine now giving a mandatory minimum of 3 movement speed that overwrites all other speed modifiers. So I cannot completely lock a unit in place. I think that code is interacting with the fancy engine setup of Chaos Dwarf artillery and leading them to moving like that. I think this is something we're stuck with.
Ashi Jan 23 @ 2:11pm 
I do not know why, but Dreadquake Mortars with this mod and ability enabled still slowly scoot forward while firing. I assume it's some quirk to the unit itself rather than the ability, especially when tracking moving targets, but it means that over the course of a long battle, Dreadquakes can end up quite a bit further forward than you meant for them to be - moving into and through a gunline set up in front of them, for example.

Is that something the mod can fix?
Kaiju Jan 8 @ 11:02am 
So why don't you make a passive skill, that would activate "fire while moving" after some second standing still? that skill allow for ranged unit to shoot in any direction as far as i know.
None the less am not sure if it would mess up the formation if you mannualy focus a unit that wouldn't be in front.

Maybe a mix of both would be better, i don't know, just wanted to share the idea.
Kaiju Jan 8 @ 11:02am 
Great mod,very helpful.

I've been running through a few issue though.

So the mod keep the unit from moving at all, so, if any kind of unit run through one that "hold position", then they can't get back in position. The same with any kind of artillery shot, your unit get splattered everywhere. Quickly, the formation is a mess, and you need to deactivate the skill, which is okayish, but can be messy at times.

So i've been thinking.
Am playing cathay right now and there is many skill that evolve through time. For instance the magistrate lord have a skill that goes like this:
after 5 second standing still: 5% ward save & missile block
10 second: 10%
15 second: 15%
Weylando Dec 26, 2024 @ 4:50am 
Really amazing mod. This should should been in the game. It doesn't make the game easier, as you need to macro. Archers don't run away if cav gets in their face.

One thing I would love to see, is that if I select few ranged unit, click the button, then select one unit click the button again to turn off and then select them all again and click it, it the activates for all and next click would deactivate for all.

Now it seems that if some units have it on and some off, when selecting units with different "state" together it doesn't do anything. It works only when selecting units with same state ether all off or all on.
드로우달스 Dec 15, 2024 @ 2:54am 
Is it possible to add the new ranged units that were added this time?
»‡«nerubian»‡« Nov 16, 2024 @ 9:56pm 
To add previous comment, chaos dwarf artillery is not affected in custom battles only.
»‡«nerubian»‡« Nov 16, 2024 @ 9:55pm 
Hello, is there a reason as to why chaos dwarf artillery is not affected ? Can you add them if this is possible ? Thank you for the mod.
Fumo Enjoyer Nov 5, 2024 @ 12:37am 
This mod allows archers and crossbowmen to shoot from 2nd layer of walls although one needs to micro a bit.

Amazing mod.
lmpa Oct 4, 2024 @ 9:19am 
This should not be a mod, but a basic feature of the game. But since it's not, this mod is a necessity. And god! Am i thankful for it.
Snek  [author] Sep 28, 2024 @ 1:56pm 
It is greatly appreciated, but for this mod the credit for original idea and implementation goes to this modder: https://steamcommunity.com/profiles/76561198036302344/myworkshopfiles/?appid=1142710
FyreEagle Sep 28, 2024 @ 12:53pm 
You have created the single greatest mod in the history of total war.
Snek  [author] Sep 17, 2024 @ 12:58pm 
Last I checked, in campaigns it should be via a campaign effect.
三月的云 Sep 17, 2024 @ 6:58am 
May I ask if this feature can also be added to mod units?
Vitruvian Aug 27, 2024 @ 1:34pm 
Not sure if this is intended or not, but the mod only removes the base speed. This leads to my units having a little bit of speed and very slowly start moving around. I didn't notice this happening a couple months ago. Anyone else with the same issue?
=[NK]= Col. Jack O'Neil Jul 4, 2024 @ 3:23pm 
This should have been in the base game. love it so much
Malarraenaepcaleac'h Jun 11, 2024 @ 12:48pm 
Would be nice to make a list of known issues
HunterIII Jun 10, 2024 @ 7:17am 
thank god for this. The new steam tank always moving around after fired its first shot. Even with this mod plus in guard mode, it still ended up 50 meters away
Vanic May 25, 2024 @ 11:04am 
Any chance you can make a "Rally Point" button? Like they used to have in Medieval TW2? It gets so annoying when units retreat, but then rally, but just stop where they are, facing AWAY from the enemy. We need a button mechanic to set the Rally point so units will go there, instead of just all over the place. It makes battles better too, cuz it allows for an army to engage, full back in good order, the meet again for a second encounter.
TheSharkMarkov May 17, 2024 @ 7:48am 
A must have mod. I'll wait until the update.
take all the time you need.
Send you a Hug
-Da-_-Goddess- May 17, 2024 @ 4:39am 
as malakai this replaces the grapshot ammunition for the cannons, is there any way to alter this so both work.
Exalted Dwarf-Insulter(dual gw) May 16, 2024 @ 9:07pm 
hello, can you please upload for
The Angels of Decay (Plague Drones – Death's Heads)
Festering Stooges (Exalted Plaguebearers of Nurgle)
Noxbringer (Soul Grinder of Nurgle)
Ku'gath Plaguefather


and also

Hobgoblin Archers
Chaos Dwarf Blunderbusses
The Granite Guard (Chaos Dwarf Blunderbusses)
Hobgoblin Wolf Raiders (Bows)
Oglah Khan's Wolfboyz
FreeParmenion May 14, 2024 @ 12:16pm 
@Snek take your time, first comes family, then friends and so on, then work and then maybe modding.
Snek  [author] May 14, 2024 @ 11:58am 
Crash was almost for sure from the datacoring as @Drowned spotted. Land units wasn't even the only datacoring I had. Chalk that up to updating while dealing with a newborn. I just removed those datacored tables and updated. Didn't playtest besides launching to menu because I'm at work, connecting remotely to my machine. Let me know if crashes continue.
FreeParmenion May 14, 2024 @ 10:46am 
Yep me too: crashes when loading the game because of this (awesome) mod...
LuckyVibes May 14, 2024 @ 10:26am 
Also, causing a crash in my game.
PsychoticSoul May 14, 2024 @ 8:57am 
As of 5.03 crashes the game. I have no clue what CA did that could have possibly caused this
UnDeadCamel May 14, 2024 @ 8:51am 
causes crash for me after update, thanks for the mod
Drowned May 14, 2024 @ 6:52am 
Land_unit is datacoring, you didnt change the name from data_
Snek  [author] May 5, 2024 @ 9:27am 
@LotLP I'll try that myself to see what it does. I doubt there is anything I could do to adjust that behavior but will investigate anyway.
LotLP May 5, 2024 @ 3:16am 
If I activate the stationary ability on this mod, the unit in question loses the ability to attack walls and towers. Pretty annoying but not a dealbreaker.
Naratik May 3, 2024 @ 3:07pm 
Thank you for the update. Playing Malakai with a lot of artillery without this was really annoying
Neil May 3, 2024 @ 9:35am 
Essential mod ty for updating.
Innuendo May 2, 2024 @ 4:32am 
update plz