Total War: WARHAMMER III

Total War: WARHAMMER III

Just Good Babysitter
572 Comments
Tietah Dec 12 @ 2:01pm 
Thank you so much for including options to disable certain behaviours, without it, I'd find the mod to be a real pain. With the options it's really nice QoL
Deo  [author] Dec 11 @ 9:15pm 
hi, there is an option in mct to enable behaviour you want
Mongrel Dec 11 @ 8:48am 
I preferred the previous behaviour, when your units could chase shattered units.
Now you can’t run those units down; even worse, if you send a cavalry unit, it will switch targets and may even charge into spears.
DephtCore Dec 10 @ 9:17am 
@Dragon32 well one of the mods is outdated yes, but the other one got patched so I think it rather what CSTG sad maybe?
Dragon32 Dec 10 @ 8:08am 
Sounds like it could be out-of-date mods affecting unit animations
Deo  [author] Dec 10 @ 7:51am 
hm, odd, I played yesterday as Empire, they seem to be working fine
CSTG花开 Dec 10 @ 4:56am 
For example, the Cathay Units Patch: Walk with the Dragon mod, in the comment section, people are constantly urging an update to fix the issue where ranged units can't shoot.
CSTG花开 Dec 10 @ 4:52am 
After the new version update, many new ranged units in mods can no longer shoot. Mod creators are all facing this problem (I used a translator to translate this into English, hope you can understand).
DephtCore Dec 10 @ 4:01am 
For clarification, the mod I used is Skaven Esoterica and my friend used TW Millenium: Modern Warfare

But I already had this issue with the Verminlord It's Time-Time mod with the ranged units
DephtCore Dec 10 @ 3:58am 
@Deo I cant really tell, i wasnt able to get to the ranged modded units before the update but seeing videos that they worked before the update a few month ago I assume it is because of the update yes, I also looked at other stuff, for example the Fire at Will bug doesnt apply as it seems (they outright just refuse to attack while tooltip saying they do / but they only fight melee combats) and a friend of mine tested another mod which did work after he fixed the Fire of Will bug he had, so for his mod it works normal but the one i use does not :/
Deo  [author] Dec 10 @ 3:54am 
did it happen after the update?
DephtCore Dec 10 @ 12:03am 
@Deo Hmm seems not to work for me, all my vanilla units dont have a problem, only modded ones. Some Artillery seems to shoot but basically anything else wont (Im new to Total War so I also dont know anything about its inherent issues either xD)
Deo  [author] Dec 9 @ 10:36pm 
should be fixed
Deo  [author] Dec 9 @ 9:54pm 
the ranged units may not attack if there is a chance of friendly fire
Deo  [author] Dec 9 @ 9:53pm 
I'll check again if it can be fixed
DephtCore Dec 9 @ 4:51pm 
I wanted to try a mod but it seems that most of the ranged units dont work because they dont shoot at all, one comment somewhere else said this mod might help but sadly didnt :/ Sorry if I ask here but does someone has any idea about that? (its not the Fire at will thing I think, even if I tell them to shoot manually they do not do at all while the tooltip of them tells me they are firing at the moment even so they just stand idle)
CaoLex Dec 9 @ 7:04am 
It's actually pretty annoying to play the battle with giant red cross or not using summons in battle. Because some mods actually want you to have Context Viewer enabled.
Deo  [author] Dec 8 @ 9:09pm 
hey, I know about issue, it can't be fixed alas
happens for some summoned units first time you order them a command
it does not break anything, so just ignore it
Wrabble127 Dec 8 @ 3:55pm 
stack trace from script_log:

stack traceback:
[string "script\_lib\lib_battle_manager.lua"]:186: in function 'script_error'
[string "script\_lib\lib_battle_script_unit.lua"]:166: in function <[string "script\_lib\lib_battle_script_unit.lua"]:151>
(tail call): ?
[string "script\battle\mod\jg77_babysitter.lua"]:424: in function 'func'
[string "script\battle\mod\_jg77_babysitter_common.lua"]:49: in function 'loop'
[string "script\battle\mod\jg77_babysitter.lua"]:422: in function 'func'
[string "script\battle\mod\_jg77_babysitter_common.lua"]:49: in function 'loop'
[string "script\battle\mod\jg77_babysitter.lua"]:414: in function <[string "script\battle\mod\jg77_babysitter.lua"]:373>
[C]: in function 'pcall'
[string "script\battle\mod\_jg77_babysitter_common.lua"]:59: in function 'callback'
[string "script\_lib\lib_timer_manager.lua"]:348: in function 'callback'
[string "script\_lib\lib_timer_manager.lua"]:279: in function <[string "script\_lib\lib_timer_manager.lua"]:268>
Wrabble127 Dec 8 @ 3:54pm 
This mod is throwing script errors when using the dread maw, specifically when the dread maw comes out of the ground. Guessing from the error it's related to the emerging dread maw being considered a new unit.
From the script_log file:
script_unit:new() called but no existing scriptunit could be found for unit [battle.unit (000000009CDFCED0)] with supplied reference [nil] with army index [1] and alliance index [1], and we're not in construction. Creating one, but this should be investigated
pmanfung Dec 5 @ 9:26pm 
感謝付出,加油
hey bro tot is out for 19 mins update? xd
Buffalo Dec 1 @ 8:28am 
@Deo thanks
Equalibrium Nov 30 @ 12:20pm 
Man, it feels amazing to play now thanks to you. I'm literally at a loss for words! You're incredible! Thank you so much! 10/10!!! :steamthumbsup::steamthumbsup::steamthumbsup::steamhappy:
Deo  [author] Nov 30 @ 11:47am 
it should stop any ranged units from continue attacking when ammo depleted
DeaDBreaD Nov 30 @ 8:04am 
@Deo How does that work with hybrid units and units with special ammo like the mine workers i mentioned?
Deo  [author] Nov 30 @ 5:24am 
@Buffalo added an option to stop ranged units once they ran out of ammo
NING GEN FOOD Nov 29 @ 6:19am 
Best mod ever :steamthumbsup::steamthumbsup:
ARMAPOL Nov 28 @ 5:57pm 
just want to tell you how grateful I am seeing this mod still updated and maintained to this day. thank you for your hard work and diligence my good sir
Deo  [author] Nov 28 @ 1:40pm 
@PapaNurgle found a problem, thanks!
PapaNurgle Nov 28 @ 9:23am 
It looks like since the update the units go back to idle after defeating another unit, at least if the battle is won they dont chase any unit down after the first one targeted is wiped out no matter what option i choose in MCT. any idea ? thx
DeaDBreaD Nov 28 @ 9:18am 
@Buffalo Did your friend ever heard of hybrid units? Or Units with special ammo like the dwarven mine workers? With your suggestion they would throw and then go afk. Makes no sense. Your friend needs to learn how to play. Especially flying units you have to mikro.

@HotPizza87 If you enable chase down shattered/routing targets it will do that. If you dont want units to chase forever because ur units are slower, check the boxes below. If you want to fine tune this setting you would have to make my adjustments in the comments below, until Deo finds the time to make an extra MCT menu

@Deo Tested Skarbrand vs Skaven army in Skirmish and he walks trough everything. Seems to work.

What exactly is 1000 weight? Skarbrand type? Or also like Ogres? High mass should walk through everything smaller and only be intercepted by types of the same or higher mass or like excel formula: If mass is higher then force target attack, else if same or lower, get intercepted. If that is somehow possible.
Deo  [author] Nov 28 @ 6:23am 
@Buffalo Shouldn't be a problem to add as an option. The behavior might be good or bad depending on race. For example some ranged units might be good at melee as well

@HotPizza87 Hi, there is an option in MCT where you can choose to chase down shattered/routing units. Is that what you need?
HotPizza87 Nov 27 @ 9:12pm 
Is there a manual override on attacking shattered units? I'm concerned if enable this shattered units will not be run down when I play Chaos Dwarfs (and it's important that nobody who routed is allowed to leave the battlefield alive in order to max labour income)
Buffalo Nov 27 @ 12:34pm 
@Deo i know but this friend specifficaly complaining he can't hunt ennemy with flying ranged cause if you enable guard mode the ranged units dont move and dont continue to kill running ground units, and then when they have no ammunition they going to melee battle on the ground and die in place. He's frustrated by this. For me it's fine.
Deo  [author] Nov 27 @ 12:17pm 
Hi @Buffalo, this is default vanilla behaviour, you can enable guard mode to avoid that, will it help?
Buffalo Nov 27 @ 12:13pm 
@Deo First i love your mod, you're my heroe, i hated so much since tww1 that my unit never follow my order.

A little complain from a friend ;

When you have ranged unit, specially flying or mounted ones and you're ennemy units (so you're not in the hold the line stance) these ranged units will unfortunately go to melee when the ammunition are empty, that is a big problem you imagin they dying quickly

Is there are a way to fix that?
Deo  [author] Nov 27 @ 12:11pm 
hey guys, latest update fixes problem when units could change routing targets where they shouldn't - those cases are - when you specifically say to attack it or while it inside missile range

second improvement is - if your unit has high mass (specifically >1000) it will try to ram through enemies to it's target even if blocked
@DeaDBreaD check it out please
Deo  [author] Nov 22 @ 9:07pm 
yea, it make sense, i"ll think what to do about this
DeaDBreaD Nov 22 @ 6:38am 
Ah ok, makes sense. I usually brute force my melee Lords trough everything to kill the backline archers or wizards. It thought it was a bug because sometimes i have to order attack like 10 times till he finally does what i want. Thanks for explaining.
Deo  [author] Nov 22 @ 4:41am 
I see, this happens when your unit intercepted by some other enemy and goes into melee. We check that fact and adjust current target to one that intercepted the unit. This is to avoid unit being killed if he continue moving through the enemy. Some heavy units may survive this, but most - not
DeaDBreaD Nov 22 @ 3:51am 
@Deo Sorry to bother you again. Guess you have better things to do than responding to some random on the internet.

It took a while till it happened again. The only error i can figure out is this line:

Kriegsherr ID=1023: - Incorret target - STORED id=1001 name=Grauer Prophet (Ruin), ACTUAL: ID=1013 Name=Klanratten

I ordered my Warlord to attack the Grey Seer, but then he changed to attack some clan rats nearby instead. Normal units seem to do this too, they have the same error in the log.

It seems to happen more often if there are other units nearby the target unit, or on the way to the target, im not sure.
Deo  [author] Nov 20 @ 9:03pm 
Got it, such cases you can investigate through the logs - enable them in the config, then search by unit name, there should be a record explaining why target has been changed
DeaDBreaD Nov 20 @ 1:43pm 
@Deo Thank you for your answer. I will certainly try that. And yes, a MCM Slider would be awesome. Im not dumb but i have no clue what i change when i change something inside a code table.

Also, i dont know if it is this mod, but i noticed that sometimes when i command my Lord to attack another lord, he almost instantly dismiss that order and switches to another nearby unit and attack that instead. I use AI General 3 and its basically the same behaviour if the mod controlls the unit, they also ignore and dismiss manual input a second later, but im 100% sure this wasnt the case. I have setup AI General to only take control of units that i summon or come back from routing.
Deo  [author] Nov 20 @ 6:56am 
Hi, cool that you tried the change yourself, lets see if it helps. There might be the case when unit is faster but somehow blocked or not moving in straight opposite direction, so we can possibly catch him. This is why distance should be of some reasonable value.
You could also try to change line 211 where we give massive -200 weight change if routing enemy even a bit faster than our unit, try to up it to -500 for example
Perhaps i"ll extract those values into mod config so everyone could fine tune them for specific needs
DeaDBreaD Nov 19 @ 11:41pm 
I changed line 280 from distance 50 to 10 and did some custom battles. Could be my imagination but they now switch target as soon as almost all models cant reach the chasing unit anymore.
DeaDBreaD Nov 19 @ 8:33pm 
@Deo Would it be possible to fine tune the speed values when a unit decides to switch or keep chasing?
For example, i have noticed that if the enemy has like 40 speed and your unit has like 36, they still keep chasing forever. They only switch if there is a big gap in distance between them, which will never happen at almost the same, but still slower, speed.

Would it be possible to say, that at already -1 speed difference (40 vs. 39, 63 vs 62, etc.) or even the exact same speed (50 vs 50 etc.) they instantly stop chasing and switch target, without having that big gap in distance first to happen?
A7X otakomarek Nov 13 @ 5:49am 
it doesnt work with radious mod? it seems like it
Nukular Power Nov 12 @ 8:24pm 
this should be vanilla
Rayze Nov 4 @ 12:41pm 
In my recent campaigns it seems like the units are following my orders the way im used to when using this mod, so i think whatever you did, was right :steamthumbsup: