Total War: WARHAMMER III

Total War: WARHAMMER III

AI General 3
 This topic has been pinned, so it's probably important
paperpancake  [developer] Mar 25 @ 4:45pm
New Chasing Options for After Victory



I scripted an alternative for end-of-battle chasing, which is now available if you set chasing_channel = "beta". The beta has two goals:
  1. Reduce friendly fire without completely forbidding ranged attacks. (The beta doesn't completely eliminate the possibility of friendly fire, though. Also, friendly fire used to be a bigger problem when I started working on this, though I think CA might have made some improvements to it since.)

  2. The beta also tries to be a little smarter about things like unit speed and fire at will when making assignments. (But it isn't currently aware of where the edge of the battlefield is, so it still can be foolish.)

While not perfect, I hope that the opt-in beta is an improvement over the original chasing script, and that after more testing it might become the default for this mod. Or perhaps it will inspire you or another modder to come up with an even better alternative.

Or, if you really hate friendly fire after victory, you can do what I used to do with the original chasing script: put all my ranged units into melee mode and turn off fire-at-will. Now that can be automated by setting chasing_channel = "original_without_firing" in the config options.

Helpful notes

- None of the chasing scripts use unit abilities. You can still use them manually if you wish, as usual.

- "original" does not mess with a unit's fire-at-will and melee mode. Other chasing scripts do, including "original_without_firing".

- None of the chasing scripts are great at commanding units with flat firing arcs (gunpowder units, warpfire throwers, etc). Friendly fire is more likely when any after-victory script that allows firing controls these units.

- The "without firing" options tell units not to shoot at all, but some units might not listen and fire anyway (particularly fire-while-moving units).

- "original" and "current" have identical scripts today, but in the future they will diverge. "original" will stay essentially the same, whereas "current" will become whatever I consider the best available tested version for general purposes. (Input from beta testers is very welcome.) In the future, "beta" and "current" will be the same if there is no active beta.

- If you want to test the new chasing options, you might find these new mods helpful:
Shift F2 Jump to Enemies and/or
Shift F3 Will Make Them Flee

- If you are using the text file configuration, remember that configuration changes you make won't take effect until the next time you are on the battle loading screen (the next battle or rematch).

- If you are using MCT, you can switch chasing scripts at any time. However, note that it's tricky to switch to "original" after chasing has already started. That's because "original" does not alter a unit's melee mode nor its fire at will, unlike the other channels. If you want to compare "original" to other options, your comparison will be more accurate if "original" is the option you start with, not the option that you switch to.

- In the beta, I tried to accommodate hybrid units, Stegadon-like units with secondary ranged attacks, etc. But I might have missed some or made mistakes. If you notice a unit behaving more strangely than other units, let me know.
Last edited by paperpancake; 2 hours ago