Total War: WARHAMMER III

Total War: WARHAMMER III

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Just Good Babysitter
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battle
Tags: mod
File Size
Posted
Updated
42.277 KB
13 Nov, 2023 @ 12:49pm
18 Jun @ 9:57am
38 Change Notes ( view )

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Just Good Babysitter

Description
6.1+ compatible

Have you ever felt yourself more a baby tender than a commander because your units stop doing what they were doing and go smoking every 5 seconds for CA knows what reason? If yes - this mod is for you.

It helps your units with one simple thing - following orders
If one was ordered to attack, the unit will continue to attack until there is no one to attack.
If one was ordered to stay - he will stay

- automatically attack nearby targets from idle mode if last command from player was to attack
- will not attack if guard mode is enabled

there is also a bit of logic implemented
- units prefer to attack same target as before they gone idle unless it is shattered
- ranged units will attack same target if its in their range
- active units preferred over routing or shattered ones
- routing ones preferred over shattered
- new: units attacking shattered targets will change to another target if there is more than 4 active enemy units left and current target is not a character

if you see any inconsistencies or something can be improved - let me know, but basic purpose of the mod - to handle idle states giving you time for more important decisions

The is few MCT (Mod Configuration Tool) options, so check it out! To persist changes should be made in campaign

How to do basic debug
1. Get the 'Script Debug Activator' mod
2. Enable debug mode in MCT settings of a mod
3. Reproduce the problem, look for the log files in WH3 rood directory
4. See if logs contains any "SCRIPT ERROR" lines

Update 09/02/2025
Weights system added, helping better decide which target should unit attack from idle state
- Units should prefer closer enemies, or those over which they have a speed advantage
- Now they should split between enemies more evenly
- Units got a chance to change target that is shattered and have higher speed

Just Good UI Mod
Just Good Battle UI

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Popular Discussions View All (3)
16
6 Mar @ 10:34pm
Change target function for routing/shattered units with higher speed
DeaDBreaD
13
3 Jan, 2024 @ 5:55am
Fixed: Mods that confuse[d] JGB
paperpancake
1
28 Nov, 2024 @ 4:57am
About technical details
shadow_sc
483 Comments
Avallac 11 Jul @ 2:37am 
@Honeybadger its a mod that lets you change settings of some mods, such as this one.
Honeybadger 10 Jul @ 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 10 Jul @ 11:35am 
Yes
Echephron 10 Jul @ 8:22am 
Safe to deactivate midgame?
Avallac 10 Jul @ 12:38am 
@Honeybadger you can change this in the mod configuration tool.
Honeybadger 9 Jul @ 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] 8 Jul @ 11:19am 
sure i'll add an option
BombRoss 7 Jul @ 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! 26 Jun @ 7:56am 
fire at will bug gone with your mod or what?
Deo  [author] 25 Jun @ 3:45am 
hi, this is most likely because target is faster then your unit and will never be reached