Total War: WARHAMMER III

Total War: WARHAMMER III

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Run 'Em Down - Units Actually Damage Routing Units
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Tags: mod
File Size
Posted
Updated
212.317 KB
27 Dec, 2024 @ 6:26am
28 Mar @ 5:33pm
6 Change Notes ( view )

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Run 'Em Down - Units Actually Damage Routing Units

Description
Don't you just love when you have a unit surrounded but it just wont take any damage BECAUSE its surrounded, so the attack animations cant play? Because I don't.
Simply put, I disliked that units couldn't be ran down by cavalry effectively and that encirclements were useless beyond the initial break, so I made this. Units should be able to actually damage and kill things they have surrounded. It worked at Cannae, why not Verdanos?

Only works in campaigns, not custom battles

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Here's the secret, this doesn't actually do any hamfisted edits to animations. It just makes it so that all units in the game, when *very* close (basically inside another unit) to a broken or shattered unit, like when surrounding or when chasing down when much faster than the other unit, do tiny bits of chip damage via a super short range hidden attribute.

Want to see under the hood? Here is the version that shows the effect that I use to make this work. It will probably get pretty redundant having the same ability on the unit card of every unit in the game, thus why the mod on this page is the default reccomended version.

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Thank you to the people that helped me navigate some of these files to get this working

Compatibility:
Save game compatible
Mixed reports on multiplayer compatibility, works fine for some, but rare reports on desyncs
Compatible with I assume everything, even modded units
Report issues, questions, or ideas in the comments

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Some other mods I made that I need to update to be a bit more elegant at some point but I still use
Chain Routs and Morale Tweaks
Experience Matters - Veteran rank changes and adjustments

176 Comments
Joe 9 Jul @ 1:41pm 
Got it, thanks!
Deeyourelf  [author] 9 Jul @ 2:15am 
First one, doesnt scale with unit size
Joe 8 Jul @ 9:32am 
Is this ability applied via the unit or via individual models? For instance, if a routing unit of 80 has gotten stuck in the middle of my 60 cavalry models, are we dealing 2 damage * 5 max entities = 10 damage per second or up to 60 * 2 * 5 = ~600 damage per second?
Ooh-la-la, It's GAGA!! 7 Jul @ 4:00am 
Even with this mod enemy just ignores the back damage, it's still very annoying.
The trouble is that there are very few animations in this game, units kill each other with air, not with sinc animations, including the cav. In shogun 2 you could kill whole routing armys with just 2 units of general cavalry, here it's just not possible.
Deeyourelf  [author] 28 Jun @ 8:43pm 
@HONK
Thats a little unfair to them, they do a ton of good work, this would be a messy and kinda strange solution to put into the game as a vanilla behaviour. The actual way would be making animations less jank, though I get thats hard too
Deeyourelf  [author] 28 Jun @ 8:41pm 
@OHM
So, no, this mod isnt causing it you are correct taht it's vanilla behaviour but also Im not sure that it's an issue. IIRC (and thats with a grain of salt because my brain has holes), when units are routing they ignore any movement speed penalties but lose all their defensive stats, most of those are reduced to zero. I guess to simulate them scrambling away and trying to escape at any costs

I'd say that's a good tradeoff, and kinda outside the scope of this mod even if I didn't, might take a look at it when I get the time but it would probably just be a seperate mod and not included in this one
HONK 27 Jun @ 6:13pm 
this is great, CA's developers apparently suck and can't do this. They should really just fire those schlubs and just hire modders cuz you guys do good work
OHM 26 Jun @ 2:59pm 
Hi bud, any chance you can make the shattered/routing units have less vigour ie: exhausted? They suddenly become fresh when they rout, but are exhausted/tired during a fight prior to routing.

Units chasing them down get so exhausted and the routing unit remains fresh.

I'm not saying that's your mod doing it. It might even be vanilla, but I was just hoping it may be something you can address.
sovereign 26 Jun @ 8:49am 
I think 6.2 broke the mod
Deeyourelf  [author] 17 Jun @ 7:49pm 
Presumably not? From what I saw in the changelogs it shouldnt be effected and should still work
I currently have warhammer 3 not on my PC atm and so arent able to check it for awhile, if I get reports about it not working then I'll do what I gotta to fix it