Total War: WARHAMMER III

Total War: WARHAMMER III

Just Good Babysitter
Change target function for routing/shattered units with higher speed
Hi again :D

So, heres the function i would kindly suggest:

If you have "chase it down" enabled for either routing or/and shattered units, BUT if they have higher speed, your units should stop chasing and switch to another active unit instead.

You said you cant do ranged units, i guess that includes artillery? I, personally, have no problem with that. I usually do not command ranged units to attack. I let them on auto fire and chose their own targets in 90% of battles. Im totally focused on everything else.

If you have "chase it down" enabled and the enemy is not faster ----> keep chasing
If you have "chase it down" enabled and the enemy is faster ----> switch target

Thats basically it.
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Showing 1-15 of 16 comments
Deo  [developer] Mar 6 @ 10:36am 
Ok, I suggest adding an option which disables old behavior where unit keep chasing routing target if it was commanded to do so
I guess so. Basically reverse of what you added. Instead of keep chasing higher speed routing units they should switch to another active unit.

Im sorry that i cant talk in "coding language" to you. Im a total pleb in that case.

I will scrap some money together in the next days. I think i will not eat for a day and send you that money on paypal instead for your work.
RANC0RX Mar 6 @ 11:00am 
What I was referring to in my post is not so much as the arty chasing routing/shattered units but units it was either targeting it has lost LOS with or it suddenly decides to target a unit automatically based on this mod thats on the other side of the map pulling it out of position to be ambushed or killed by towers or whatever may attack it as its moving around the map on its own.
Deo  [developer] Mar 6 @ 11:13am 
Originally posted by DeaDBreaD:
I guess so. Basically reverse of what you added. Instead of keep chasing higher speed routing units they should switch to another active unit.

Im sorry that i cant talk in "coding language" to you. Im a total pleb in that case.

I will scrap some money together in the next days. I think i will not eat for a day and send you that money on paypal instead for your work.
man, make sure noone blame me if you die out of hunger :)
Deo  [developer] Mar 6 @ 11:14am 
Originally posted by RANC0RX:
What I was referring to in my post is not so much as the arty chasing routing/shattered units but units it was either targeting it has lost LOS with or it suddenly decides to target a unit automatically based on this mod thats on the other side of the map pulling it out of position to be ambushed or killed by towers or whatever may attack it as its moving around the map on its own.
sorry, didn't understand what you mean
I think he means if you order your ranged unit to attack something and then, when your mod let it switch the target, it targets something far away from the initial target, completely out of range, instead of some other unit nearby the initial target, which makes them move and run into the frontline.

I noticed this sometimes too with melee units, but it didnt bothered me all too much. The endless chasing of faster units has a much higher priority in my opinion.

Originally posted by Deo:
man, make sure noone blame me if you die out of hunger :)
I guess i wont starve after only 1 day :)
Last edited by DeaDBreaD; Mar 6 @ 11:27am
Deo  [developer] Mar 6 @ 11:51am 
Oops, I think I actually forgot to add a check at some point, so units couldn't switch targets as expected.
uploaded a fix, can you please try it
Its working! Same battle with black guards and cavalry and they switch after they routing! They chase a little but shortly after they switch to the other cavalry thats active or the lord. Thats exactly what i asked for.

I can test some more but whatever you did was correct.
Now i have to test it in reverse, so my units are faster than the enemy. If they keep chasing and do not switch its perfect.
Yup its definitely working now. I mean i only tested for 5 minutes but the black guards now all switch target after the cavalry is too far away. I guess if my units are faster they will keep chasing, if not i will report my testing results here.
RANC0RX Mar 6 @ 2:14pm 
I guess to put it another way is artillery units like canons catapults ect. unless they're in guard mode with this mod enabled they will begin to chase units they do not have LOS (Line of sight) with that and get pulled out of position sometimes getting them killed or dangerously close with enemy units to be flanked or destroyed by other range units.

As I said with guard mode turned on everything is fine so I'll just keep doing that but on occasion I've forgotten and then suddenly find my doom diver catapults practically in melee along side my black orcs trying to engage an enemy unit automatically but can't get a straight line with.

I apologize if my description isn't making sense. thought maybe a rule/option could be introduced where range units maybe ignore the auto chase behavior specifically arty units.
Last edited by RANC0RX; Mar 6 @ 2:15pm
Interesting behaviour for your artillery. If mine dont have los but are in range they just stand there and dont shoot. The bow icon on the unit card is orange, which means they could shoot but something is in the way (most of the time its your own units) but they dont move anywhere as long as they are in range.

I play with SFO, so maybe they changed that behaviour. I havent played vanilla in years (and never will rofl) but i have never seen my ranged units run into melee just because of breaking los.

The only time they do that is when AI General takes over. That script just cant handle ranged units. They stutter step into melee no matter what.

Btw Deo, the fixed target switch also works for artillery and ranged units. If the enemy is routing and the ranged unit is slower, they switch target instead of chasing. So its even better now.
Deo  [developer] Mar 6 @ 8:57pm 
cool, thanks, you actually found a bug :)

@RANC0RX
regarding artillery units, perhaps you can construct a battle where such behavior would be obvious?
I can of course add an option to ignore artillery, but that may cause problems because I'm not sure if everything in game marked as artillery is actually long ranged artillery we talking about. It can be some short ranged fast moving machine or something
Yeah, those gnoblar wagons and the new slayer axe throwing things for example are war machines but considered as artillery in the game files, but im not sure. And they are practically melee range.
RANC0RX Mar 6 @ 10:16pm 
@DeaDBreaD yeah certain units falling into other categories would be my concern with it too. I'll just try and keep arty set to guard then its no issue. Also haven't looked much at SFO been worried about compatibility with other mods and I run alot of mods in my games. May take another look down the road though.
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