Total War: WARHAMMER III

Total War: WARHAMMER III

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ui
Tags: mod
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293.860 KB
22 Apr, 2024 @ 10:49am
18 May, 2024 @ 2:58am
4 Change Notes ( view )

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Show Charge Active

Description
TL;DR last update: Compatible with latest dlc and patch 5.0 (for more, see changelog).

Tags: QoL > UnitCard > Ability Effect

Shows when a charge is active if one or more entities are currently charging. This can be seen on:
1) The unit card UI (in the vertical panel (top right side of the unit card), that denotes active abilities for this unit);
2) The battlefield (affected entities show a white circle VFX on the +- initial charge position for at most a few seconds).

No stats are modified, this is mod is purely UI based as a means of QoL. Everything has been built from scratch.

When a charge is active, the charge bonus might apply for the full charge bonus decay time, whether the unit is currently charging or not. Now you KNOW when a unit is charging and act accordingly.
The charge bonus only applies if 1) is not negated by a braced unit being charged from the front with charge defense attribute and 2) a melee attacks hits.

Motivation:
- Originally (vanilla), there is no way to tell when a unit is currently charging, other than closely inspecting if charge speed is active vs running speed, which is almost impossible to tell apart in a quick view, as they are very closely defined from each other;
- So I have created this mod to indicate when a charge is active. This is not to be confused with charge bonus being applied, which cannot be indicated (at this moment of time or ever). By default, the charge bonus decay time is 13 seconds;
- Personally, I like the VFX the most, because the eye is focused a lot more on the battlefield itself, rather than watching individual unit cards, especially when there are dozens of units involved in the heat of the moment.

Extra information:
- When a charge is active, it applies an additive bonus (with the same values as charge bonus) to both melee attack and weapon damage (in equal proportions of existing ap vs non-ap ratio), while decaying per tick until charge bonus time has expired;
- The average melee attack interval is +- 4 seconds, so at best, units with an attack interval of 4 seconds can perform 3 attacks with the charge bonus applied, with the first blow being most effective and last being least (somewhat non-existent);
- Charge bonus will not apply to braced units with charge defense (against certain unit size entities or all entities) when being charged from the front. This is not to be confused with collision (where smaller units can be knocked back on impact and collision damage is dealt, which is determined by speed and mass for both engaged entities in the equation);
- When a unit is not charging (anymore), the indicator on the unit card at the vertical ability panel will disappear. Note that an active charge gives a morale buff (+15) by default, which works in the same manner (based on the same condition), which you can verify when hovering your mouse over the leadership bar on the unit card, that will show you this in the tooltip (for morale, by default, there is a 60 second cooldown for the next charge morale bonus to be applied).

Compatibility:
- Compatible and verified to work with patch 5.0;
- Works for both campaign and custom battles (in both single- and multiplayer);
- New units from other mods are unaffected. I’ve no intention to add units from other mods. You can create a submod for this and the other mod(s).
>> Guide | To add units from other mods: You only need to add those units + set my ability in a table within: db/land_units_to_unit_abilites_junctions_tables. Make sure you do not use the same table name as mine and other mod (load order does not matter, so you can name whatever you want, you’re only adding, not editing).

For more information, see Change Notes, I couldn’t post it all in description, it would error on edit.
26 Comments
memeha 4 Jul @ 5:59pm 
this mod work now?
Espritviril`` 24 May @ 12:55am 
Amazing mod. Iove this. Thanks.
TraderPisces  [author] 25 Sep, 2024 @ 9:06am 
@灯影牛肉丝 Yes, exactly that. At first, I didn't implement a timer, but this was worse in my experience, because you had no indication at all of last entity charge bonus time remaining, so I put it in as a best effort case to at least be useful as an overall picture (that at least 1 entity within a unit (a unit consists of 1..n entities) still has it active and if so, how much time is left, hence why you sometimes see it keeping refreshed, say 13 to 9 sec, then going back to 13 (if another entity is charging), etc.). It's possible that other triggers are hardcoded differently within the c++ engine, but we've no access to it, so can only observe and derive careful conclusions from it. No problem and thank you and I hope you enjoy it!
灯影牛肉丝 23 Sep, 2024 @ 2:41pm 
@TraderPisces Oh, I get it. Thanks for your patience in replying. I forgot the charge bonus is on an entity basis, it's hard to be precisely reflected on a timer at the troop level, not to speak of game engine restriction. But It's still kinda confusing when an entity has a long charge time before getting into a melee attack, at which charge bonus is actually starting to decrease. There may be no better trigger time than now. btw, the VFX Is pretty useful and obvious
TraderPisces  [author] 23 Sep, 2024 @ 2:53am 
@灯影牛肉丝 I think I understand what you mean now, which goes back to my previous reply about generalisation of unit, where n entities are charging, then refresh timer, there is no control over this when modding, as the game engine decides when to fire this, which I think triggers for any entity in unit. That's why I added in the VFX, as this is correctly displayed on an entity level and easier to see on battlefield at certain position, whereas timer is on a unit level. Therefore, you should take a grain of salt of displayed timers which fire on an entity basis, it's only an indication that charge mechanic is active (hence check VFX which entities and tbh, you don't know if charge bonus is applied, because it can be blocked and there is no way of telling (only guessing at best)). I hope this explains it better. Soon I continue development of new battle UI, which displays dmg, but source of dmg, there is no cco property to derive from with modding atm.
灯影牛肉丝 22 Sep, 2024 @ 2:09pm 
@TraderPisces I mean the bonus is always full during the charge animation, and only decrease after most units complete their charge attack, which is about when the leadership bonus is gone. But now the timer starts to decrease at the beginning of the charge or the charge is active, not the end. It can not show the current bonus % correctly.
TraderPisces  [author] 22 Sep, 2024 @ 10:51am 
@灯影牛肉丝 You mean you want to have the reverse of time displayed, like in 0 to 13 vs 13 to 0? Afaik, that's not possible to mod (is handled within the game engine itself for all abilities). It's possible to remove the timer completely, if you wish (timer I use is hardcoded based on vanilla bonus time).
Keep in mind that I only use the timer to indicate to player how much bonus time (therefore current bonus %) is still left, so if you remove the timer, you'd have no idea about that (though, this is a generalisation of the unit, since a unit consists of n entities, not all of whom are charging at the same time or at all).

Tbh, the entire charge mechanic is kinda messy and therefore not well implemented. I wish they would rework how charging works with more modding functionalities (inc. showing property coefficients and adding in a cooldown before being able to charge again) and write a technical blog about it with real world examples, i.e. the 'focus' blog posts.
灯影牛肉丝 21 Sep, 2024 @ 12:35pm 
The start of the timer is about the same as the end of the charge leadership bonus.
灯影牛肉丝 21 Sep, 2024 @ 10:56am 
It seems the charge bonus starts a linear decay that lasts for 13 seconds after it comes into contact with an enemy and ends the charge, not starts at the beginning. So can it be fixed of display and duration of the charge buff?
TraderPisces  [author] 16 Sep, 2024 @ 11:13am 
@Barracuda Yeah, that's not possible, unfortunately. You can check if a certain entity within a unit has its weapon reloaded, but you cannot trigger the vfx for it (there are no functions for that available). But even if it worked, it's not enough to indicate when it's about to shoot, as it can be blocked, is not in alignment when tracking, etc.

@Guts It's not, works perfect for me. I've just tested it to verify. If you crash on startup, then it means you have other mod(s) installed that datacore CA files and are out of sync. This mod does not datacore, so it either will work (which is the case for all vanilla units) or not (because units are not recognised, because they are from other mods), but it certainly will not crash.