Total War: WARHAMMER III

Total War: WARHAMMER III

Just Good Babysitter
519 Comments
DVNam34 Oct 21 @ 9:24pm 
Can you modify it so our troops automatically attack structures like walls, guard towers,..., instead of going around them to attack the enemy using another path?
泱溟 Oct 21 @ 4:46pm 
游戏的编队攻击有BUG,他不听指令,他在攻击B,我让他攻击A,他还是去攻击B,希望CA修复一下
Deo  [author] Oct 21 @ 2:31pm 
hey guys, found an issue which could break the mod, please see if fix helps
Rayze Oct 21 @ 9:54am 
Used this mod for quite a while now and like others are saying, recent patches seem to mess around with it.

Units keep ignoring orders until i tell them like 20 times to go somewhere or attack something else and often they still go back to attacking something nearby, no matter how often i tell them to get off that unit/lord/hero.

You can really feel the difference when having used this mod for a couple hundred hours.

Im not using Guard Mode or Skirmish Mode by default.

Generally i only use Guard Mode when i want units to sit outside a siege or keep a certain position, not with units im commanding around the battlefield.

Units also seem to get models stuck into enemies way more often now instead of simply running away.
Deo  [author] Oct 20 @ 9:44pm 
I'll check it
Mr Butt Bandit Oct 20 @ 7:14am 
Feels like this mod has not been working as well as it used to be since 6.3
LikeABith Oct 14 @ 3:59pm 
No I always make sure to check that off. I probably have some other mod incompatibility
Deo  [author] Oct 13 @ 10:30pm 
hi, may be you have guard mode enabled?
LikeABith Oct 13 @ 6:23pm 
Anybody else struggling to get this mod to work lately? My units just sit there and take missile fire without doing anything
Blenkor Oct 8 @ 8:35am 
thanks, maybe you should put this on the page, so fools like me dont waste your time
Deo  [author] Oct 8 @ 7:47am 
Hi, it should be compatible, this mod has a check for units controlled by AI General 3
Blenkor Oct 8 @ 4:35am 
does anyone know whats the compatability between this and AI General 3 or other paperpancakes mod
I need you back, baby :praisesun:
AxeSquadron Sep 11 @ 3:08am 
It was working well for a bit, but then after the 6,3 update my units have been acting strangely. Especialy my flyers, war beasts, missle cavs, and just about any unit I wanna keep distant. They also have a tendency to just stand still. However recently my Chaos Dwarf Hobgoblin Wolf Archers run in a B line and I cant give them orders after they start their running animation, they also tend to abandon my orders when it comes to running away from safety. Additionally all of my units wither dont attack seige structures or simply stop midway and then walk randomly.

6.3 has been a rough time with my mods lol
MetaMasterpiece Sep 9 @ 4:49pm 
In those massively outnumbered battles, I love holding my cavalry back so they can pull off those clutch charges to turn the tide. Every time I send them charging to wipe out the AI's front line, I try to pull them back to their holding spot before the next wave shows up—you know, to keep them from chasing stragglers right into the enemy's main force. But lately, it’s like they’ve got a mind of their own—the moment I call them back, they yeet themselves into the next blob of enemies like they’re on a suicide mission.
Deo  [author] Sep 9 @ 11:25am 
the problem with Gyrocopters and other ranged units - when they go in melee on ammo depletion - it is basic vanilla behavior
there is few problems here to solve it
- hard to determine if unit should or should not go in melee on ammo depletion, because it may be a skirmisher and player intention for it is to go to melee at the end
- the mod currently does not have logic to cancel player command or stop units, it only solves idle state
as a workaround you may avoid giving attack commands to ranged units, just reposition them to the right place and leave in fire-at-will state. Personally I play in this way
MetaMasterpiece Sep 9 @ 3:38am 
My soldiers will break formation and pursue on their own.
Leonardo Sep 7 @ 5:46am 
nice, check the flying ranged units too please, stuff like tzeench flamer and wood elf flyer. Those things just melt whenever something breath on them in melee range
Deo  [author] Sep 7 @ 4:26am 
hi, I think it's possible
I'll check Gyrocopters problem, it shouldn't be like that
nobubblegums Sep 7 @ 3:19am 
Same experience with Leonardo, you can get massively screwed over when Gyrocopters go into melee. Hope that's fixable. Definitely a great idea though, should've been in the base game.

@Deo I don't have much experience with TW modding, would it be possible to tie this babysitting mechanic to a toggle, dummy unit ability, or just a shortcut (e.g. ctrl+rclick to give babysit attack order)? Thanks for the mod in any case.
Leonardo Sep 3 @ 12:21am 
This mod is good, however when ranged troops run out of ammo they would run into melee which is a massive downpoint for me, f my flying flamer in teenzch campaign too much
Shacode101 Sep 2 @ 3:06pm 
would this and AI commander work together? Probably not right?
Lobster Sep 2 @ 7:21am 
never mind it works
Lobster Sep 2 @ 4:34am 
no longer work with the update doesnt crash but doesnt work
Avallac Aug 20 @ 4:26pm 
I can confirm that this mod is functional without other mods that attempt to control player units.
Avallac Aug 13 @ 8:58am 
@NoTalking that's a you problem, not the mod.
NoTalking Aug 13 @ 5:48am 
Dont recommend this mod. Units keep being idle for a reason.
Avallac Aug 12 @ 10:20am 
@SEZER its not, its retarded gibbersish and him malding over his own mod conflicts.
SEZER Aug 12 @ 5:33am 
@nobubblegums what he said isn't toxic nor troling, its critisism and is valid.
daredevil83 Aug 10 @ 12:34am 
Best mod <3
shooter Aug 3 @ 5:55am 
dont recommend, you better off having idle units
Rí-rá agus RuailleBuaille Jul 29 @ 3:36pm 
@Captain_Cacao try Increased Responsiveness - re-uploaded edition.
Captain Cacao Jul 29 @ 6:52am 
Is there a mod like this but for movement orders? For example: if cav was ordered to pull out and run it would actually do it and not go save one model thats slightly stuck.
nobubblegums Jul 28 @ 3:44pm 
@The Spanish Inn Physician Did you pay for the mod? Stop being an asshole, good or bad this is a net positive for the community, unlike toxic trolls like you.

You have to use the attack mode much more conscientiously with this one, but it works as advertised. I wouldn't mind if guard mode units still attacked units very near to them, but that'd also create issues, so it's fine.
Avallac Jul 21 @ 5:14pm 
@The Spanish Inn Physician Guard mode works fine for me, I'll assume your other issues are from whatever conflicting mod is causing your guard mode being broken.
Skinamev Jul 21 @ 12:48pm 
Do you want your ranged units to suicide themselves in melee once they run out of ammo? Then this mod is for you! Do you want your gyrocopter to go into melee with bloodknights once it runs out of ammo? Then this mod is for you! Do you want your units to ignore guard mode commands and continue to chase after units completely messing up their firing positions? Then this mod is for you. 10/10 would uninstall again.
Avallac Jul 11 @ 2:37am 
@Honeybadger its a mod that lets you change settings of some mods, such as this one.
Honeybadger Jul 10 @ 5:14pm 
@Avallac I didnt even know what that is so I guess thats on me then. Ill look for it and see what I can do
Avallac Jul 10 @ 11:35am 
Yes
Echephron Jul 10 @ 8:22am 
Safe to deactivate midgame?
Avallac Jul 10 @ 12:38am 
@Honeybadger you can change this in the mod configuration tool.
Honeybadger Jul 9 @ 5:45pm 
I see a few comments but not nearly as many as Id expect about units not chasing down broken units and then refusing to accept my order over the mods. This is causing many frustrations for me regarding ranged and siege units running away broken but then coming back to the fight being max range away because my units refuse to just end them. I feel like if I give a direct order to a unit it should overwrite the mods commands for x amount of time or something, the mod is otherwise great but this is a real major frustration.
Deo  [author] Jul 8 @ 11:19am 
sure i'll add an option
BombRoss Jul 7 @ 12:34pm 
Would it be possible to add an option to remove the speed check you described? I mean units ignoring enemies if they are too fast for them, even if you give a direct order. It makes sense in a vacuum, but it doesn't take other factors into account, like other units that will join the fight and make it possible to catch up for example. I'm asking because I see the MCT has some options already, maybe this could be another one.
Khazukan Kazakit-ha! Jun 26 @ 7:56am 
fire at will bug gone with your mod or what?
Deo  [author] Jun 25 @ 3:45am 
hi, this is most likely because target is faster then your unit and will never be reached
OBI0USE Jun 25 @ 1:46am 
my units become distracted more often by enemie units. when i order them to attck B who is farther. they sometimes attack A who is closer but not close enough to initiate fight
D Dawg Jun 23 @ 3:45pm 
Does this mod mitigate the fire at will bug i and other are experiencing at all?
Deo  [author] Jun 6 @ 12:28pm 
please check those
Avallac Jun 6 @ 2:15am 
Kaarn the vanquisher for khorne also has an ability called slaughter and bloodshed which makes all units in the battle (friend and foe) to go on a rampage. This one should also not autocast.