Total War: WARHAMMER III

Total War: WARHAMMER III

Collision attacks for Monster & Monstrous units
30 kommentarer
Sin 5. dec. kl. 13:06 
Does this need update?
WitcherHammer 30. nov. kl. 19:03 
Though I agree with some changes this mod does, I'm not sure that balance of the game should be based on "army books". Skullcrushers and Bloodcrushers for example, they perform fairly nice, do they really need collision attack? Only that units which SUFFERS from long animation, which push enemies away BEFORE attack animation connects to them need this, like Yuan Bo in his dragon form.

There are a few good posts on TW forums by Spellbound, which explains the problem with:

"a lot of SE have an issue where their animations knock targets out of the attack zone before the attack is completed which results in no damage."
https://community.creative-assembly.com/total-war/total-war-warhammer/forums/10-battles/threads/7350-suggesting-a-fix-for-single-entities-not-connecting-and-balance-issue-with-animations#post-95798
https://community.creative-assembly.com/total-war/total-war-warhammer/forums/10-battles/threads/115-collision-attacks-are-an-underutilized-mechanic?page=1
SubRyan  [ophavsmand] 10. apr. kl. 14:12 
I have updated the mod to give collision attacks to Bloodcrushers and Skullcrushers

Cold Ones and Horned Ones are classified as War Beasts in the army books
teo-lost2 27. mar. kl. 12:15 
@SubRyan
The Bloodcrushers, Skullcrushers, Cold Ones and Horned ones don't have collision attacks enabled despite being monsters or monstrous units.
SubRyan  [ophavsmand] 2. jan. kl. 3:33 
I included everything that is a Monster or Monstrous unit. Pegasi and Dark Pegasi are classifed as Monstrous Beasts in the army books
Echo 2. jan. kl. 3:05 
So... if you intend for this mod to apply to "units with wonky attack animations" according to the description, why are there so many units included? It seems to me far too many at a glance. I mean, horses and pegasi for one shouldn't have the mass for collision attacks.
Antagonistes 16. dec. 2024 kl. 16:04 
Thanks for the explanation.
SubRyan  [ophavsmand] 15. dec. 2024 kl. 3:29 
Splash attacks on the other hand will do splash damages against units up to the designated size limit selected for that melee_weapon key if splash attacks are enabled. Splash attacks are also limited by whatever entity limit said melee_weapon key is assigned. High priority targets will receive focused damage
SubRyan  [ophavsmand] 15. dec. 2024 kl. 3:29 
Second half of collision attack explanation

That's a baked in benefit of collision attacks since they were designed for chariots who compensate for the very small number of models with the ability to attack significantly faster than most units which occurs roughly once per 5 seconds. Big monsters with very long attack animations need help in a similar way. Another benefit is bad animations which were losing damage by either knocking infantry out of the attack zone before the attack completed, or just targeting infantry who were isolated and wasting a significant amount of damage. The Dread Saurian was losing about half its WS to this bug before collision attacks were added which is part of the big performance gain it has seen."
SubRyan  [ophavsmand] 15. dec. 2024 kl. 3:28 
Explanation from reddit

"So collision attacks function fairly similar to splash attacks by dividing WS (Dread Saurian has 8 targets for it's collision attack). Collision attacks apply once per second up to their max targets so long animations can apply additional damage (this is balanced out by the hits requiring an attack roll so high MD provides a benefit). Finally if a unit collides with more than it's max targets in a second, 8 for the saurian, the remaining units are hit with impact damage which is a physics based system that maxes out at 70 damage. So on a long enough charge against infantry with a low enough health (or infantry that are missing health) a monster with collision attacks can kill a large number of infantry due to functionally attacking multiple times.
SubRyan  [ophavsmand] 15. dec. 2024 kl. 3:27 
No but the values for splash attacks and collision attacks are found in the same primary_melee_weapon key that units use for melee.
Aelfric 15. dec. 2024 kl. 3:15 
@Antagonistes

No, collision is initial engagement with units, splash happens on each melee swing.
Antagonistes 15. dec. 2024 kl. 2:44 
Are splash attacks and collision attacks the same thing?
SubRyan  [ophavsmand] 15. dec. 2024 kl. 2:23 
Units in this mod are still using the 5.3 splash attack values. New units such as ♥♥♥♥♥♥♥'s Maneaters and Bloodbeasts of Khorne have had their splash attack values changed to their closest 5.3 unit (in this case, Maneaters and Chaos Spawn of Khorne)
Antagonistes 11. dec. 2024 kl. 8:58 
Update 6.0 Patch notes :
"To provide more consistency and shift the meta, splash attack values for all units have been recalibrated using a 100:1 ratio.

For every 100 weapon strength a unit has, they gain an additional splash attack target, rounded to the nearest whole number (but no less than 1)."
Sin 20. nov. 2024 kl. 21:07 
What "is/was" missing for collision attacks?
SubRyan  [ophavsmand] 20. nov. 2024 kl. 16:47 
The Frost Wyrm already has collision attacks enabled in the base game at 4:4
BigBadBob7070 20. nov. 2024 kl. 16:11 
So this doesn't affect Kislev's Frost Wyrms? Sad, b/c I think they definitely deserve a buff to the amount of units they can damage
SubRyan  [ophavsmand] 20. nov. 2024 kl. 9:19 
This mod just edits the melee_weapons_tables database entries for the units listed. I currently use a few unit mods and I haven't noticed any issues so far
Sfero 20. nov. 2024 kl. 6:21 
Is it compatible with unit mods?
krishkrush 18. nov. 2024 kl. 13:13 
nevermind just read the post. Any plans for a sfo submod?
krishkrush 18. nov. 2024 kl. 13:12 
SFO compatible?
melta 18. nov. 2024 kl. 11:33 
-custom battle with lizards
-add some kroq and loq, some dread saurians, some sacred krox
https://youtu.be/cEuU64Zt4B0?t=11
melta 18. nov. 2024 kl. 11:26 
this should be interesting...
Antagonistes 18. nov. 2024 kl. 1:52 
after some testing and Skarbrand seem to perform way better against a unit of Infernal Ironsworn. Looks fine to me.
Antagonistes 18. nov. 2024 kl. 1:22 
Some legendary lords in this list have like 500 Weapon strength or more.
Wouldn't that make them completely busted?
Deeyourelf 18. nov. 2024 kl. 1:21 
Thank you
SubRyan  [ophavsmand] 18. nov. 2024 kl. 0:24 
Google-fu suggests it is a Least Tern chick
Deeyourelf 17. nov. 2024 kl. 23:47 
What kind of bird is that in the thumbnail?
Rincewind322 15. nov. 2024 kl. 10:43 
"Low weapon skill you say? How about 2D6 S5 hits first?"