Total War: WARHAMMER III

Total War: WARHAMMER III

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[OBSOLETE, integrated in game as of v6.0] Show Fatigue Effects
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18 May, 2024 @ 2:55am
20 May, 2024 @ 4:51am
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[OBSOLETE, integrated in game as of v6.0] Show Fatigue Effects

Description
OBSOLETE: CA added fatigue effects natively in to the core game (inc. terrain effects) as of v6.0, so this mod is not needed anymore, you can safely unsub from this mod. A HUGE THANK YOU to CA for making those much needed requested changes, excellent job and thank you for listening to a fellow engineer and long time loyal Total War fan since Shogun 1 for feedback!


I've still got a few ideas I want to make mod(s) for, namely for weather, corruption and region effects in battle. If I recall, a coder dev have confirmed weather effects to be working in battle, but is not implemented (yet) in WH3. Corruption and region effects are separate from custom battle, which means campaign side only (carrying over effects in to battle for affected units), as a bonus. And of course, an overhaul mod to my liking, mainly focusing on ap, morale, terrain and reserve management where "300" can stand their ground with smart gameplay vs overwhelming odds (molon labe persians!), which will result in longer battles that will feel natural (I know there are quite some "slower battle" mods, but none are tackling the biggest issue: ap, so they modify other critical key elements that causes balance issues on the other side and it feels unnatural, example chance to hit, therefore debuffing single entities and making ranged stronger, etc. which also goes against the spirit of the lore, where ap comes at a premium, therefore armor will be more important (like in the lore and in real life) and since fatigue effects are now natively shown, makes tactical gameplay important on higher difficulty and naturally longer (imagine chaff vs elite warriors), yet to come, soonTM).

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TL;DR last update v1.0.1: Fixed “Reload Skill” not properly displaying (for more, see changelog).

Tags: QoL > UnitCard > Ability Effect

Shows a fatigue ability on the unit card UI (in the vertical panel (top right side) aka effects panel) when a certain fatigue state is active and shows the (relative) effects it has on the stats. Those effects are reflected back in the (absolute) stats on the unitcard.

I’ve handled four fatigue states: Winded (one quarter of outer ring in icon), Tired (half circle), Very Tired (three quarters) and Exhausted (full circle). When units are Fresh or Active, then nothing happens (no debuffs and no indication).

The stat modifiers replicate that of vanilla (see db/unit_fatigue_effects_tables), except for fatigue state active (green fatigue icon). Why? Because originally, units that are active have an incurred melee attack penalty of 5% (and defined speed (de)buff of 0%), which makes no sense to me.

Motivation:
- Originally (vanilla), fatigue levels do not reflect back the stat effects on a unit card. There is already a very good mod that does this @ https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2831188313, but I wasn't satisfied enough, because of the way it is handled to hide the ability icons, which only works for campaign (via effects), but not for custom battle, which is what I mostly enjoy. It also is not exactly replicating vanilla, but it cannot be, because activated abilities depending on fatigue states via db implementation (db/special_ability_to_auto_deactivate_flags_tables) additively stack;
- So, my mod is born to tackle this issue. This mod works similar as my previous mod and I already wrote scripts for similar functionalities. The difference between this mod and the existing one from the other modder, is that my mod also uses lua, cco and twui scripting and only activates one ability depending on fatigue state.
This means that abilities will not stack. It also will work in custom battles, as it does not rely on effect tables, which are used in campaign. Many tables are therefore obsolete and removed and only the required tables remain. This means it is also easier to maintain, in case CA decides to change existing db tables (which did happen with patch 5.0).
I still give credits to @nopunctuation as he was first creating such functionality and he handled it cleverly, but it’s db only and therefore has its limitations.

Notes:
- All the mods I’m making, will eventually come in to a much larger mod that includes a battle overhaul. This inc. changes in fatigue effects as well (deviating from vanilla). I can see why people do not like armor stat being affected by certain fatigue states in vanilla, but I think it’s realistic, because armor that gets pounded over time ought to degrade and should not be at 100% strength. You can make a submod to change this if you wish.

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 (you need to do this for all four abilities, so four different tables) 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.
46 Comments
[PuB] Axlegolas 12 Apr @ 5:24pm 
o7
Espritviril`` 6 Apr @ 12:51pm 
o7
Guts 6 Feb @ 1:57pm 
o7
TraderPisces  [author] 17 Dec, 2024 @ 8:52am 
Thank you all who have shown interested (in comments and/or through subs) to this mod, it's been a pleasure to report to you that CA has implemented this in to the core game, so no more need to sub to this mod, you can safely unsub or disable in mod manager, greetings!
LumpSucker 13 Dec, 2024 @ 11:47pm 
thank you for the mod before 6.0 it helped a lot on the battlefield.
Neil 12 Dec, 2024 @ 5:14pm 
o7
Proper loved this mod, so good CA made its features base game. Respect.
TraderPisces  [author] 10 Nov, 2024 @ 1:51am 
@Kharnagor Thanks!

@HolyRedEye Nope, but is extremely easy to do yourself.
Short guide, to add units from other mods (like SFO): You only need to add those units + set my ability in a table (you need to do this for all four abilities, so four different tables) 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).
HolyRedEye 9 Nov, 2024 @ 9:18am 
sfo??
Kharnagor 1 Nov, 2024 @ 7:59am 
outstanding work
TraderPisces  [author] 31 Oct, 2024 @ 2:07pm 
2/2
Also coming up overhaul that others haven't touched before, the biggest offender: AP. I've requested CA to make different levels, as not all weapons ought to always penetrate armor. Coming up. Also that big ui project, covers not only fatigue, but also terrain, weather, climate, region and food + economy (another mod in the making).

Lastly, need to make guides and upload my python scripts that makes life much easier for modders. Also guide for graphic settings and how they relate to modding + my useds settings for smooth experience, even with older hw or demanding settings.