Total War: WARHAMMER III

Total War: WARHAMMER III

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Supreme Charges
   
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battle
Tags: mod
File Size
Posted
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1.133 MB
9 Feb @ 8:03am
15 Feb @ 1:52pm
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Supreme Charges

Description
Tires of your units coming to an instant full stop when charging? Feel like the charges are a little 'soft'? Annoyed she keep saying harde...

Well I've attempted to fix this. WIP though.

I made the same mod for Attila and Rome 2, which I just updated after a wonderfully long 5 years absence.

The problem is, units would come to an immediate full stop as soon as the front units started an attack. This bugged me as it felt the charges lacked any momentum and gave an effect that a brick wall was present.

In WH3 it's not as bad compared to Rome 2 or Attila but it's still a bit clunky.


So what's changed?

Units now should mesh together better when charging. You should see a closer clump of men/beasts engaging in battle.

I've increased charge speed and charging range a little (10% more) to give a better feeling of momentum. When the units charge at each other you should see more impact. The distance to pick a target has been reduced so you'll see some men break through and cause a little panic.

I'm still working on this so feedback is welcome.


Possible questions?

Will my Centurion Beatsman be humbled by little Barry and his tiny human sword?
No. I haven't touched anything to do with mass and didn't want to change to many values. All of the glorious destruction shouldn't be affected.

Some units are literally flesh made brick walls. Will they turn into ham sandwich walls?
No. The bigger, heavier units are still tanks and can withstand the charges.

Can I use it with SFO?
Yes. I added the extra units from that mod.


Now I must add, the units in this game are varied hugely due to the lore. It's not like previous game where you had a horse, man and a lonely goat roaming about. there is over 400 tables of units to edit for this and due to the complexity of each race it will take time to find a balance.






38 Comments
Devixian-Firehawk 23 Jul @ 3:46pm 
Mods currently kinda fucked. All charges are way over-performing and I double checked, it is this mod causing it, only happens in testing with this mod enabled.
When a pack of wolves can beat braced tzar guard, thats a problem. When tier 2 slaneesh cavalry can beat braced phoenix guard, thats not okay.
Lil125 (not muted) 16 Jun @ 2:59am 
Unfortunately crashes when used with sfo :(
Aaron 11 May @ 10:54am 
@Revelations That sounds like enhanced cavalry charge doing that. Cav are insanely strong and can bulldoze units (both yours and the enemy)
Aaron 11 May @ 10:52am 
Runs great with my load order, it works quite well with enhanced cavalry charge.
PlatinumDRV 1 May @ 11:30am 
Still making the game to crash
PIXY_UNICORN 2 Apr @ 6:38am 
I think CA have hotfixed the issue now
Hiysta  [author] 1 Apr @ 10:38am 
Good''ol CA. Ill try and get a fix out this week.
PIXY_UNICORN 27 Mar @ 1:08am 
Sadly this mod has packfile's titled with Uppercase letters.
CA announced that this means it will crash until they become lower case.
Anychance for a fix?
Veoler 22 Mar @ 1:56pm 
It's a very cool mod, the first infantry encounter looks really cool, respect. But damn, for some reason it will cancel the effect of the extended firing range of the Increased Firing Ark mod. I checked by disabling all other mods, regardless of the download order. Is there any way to fix this?
PIXY_UNICORN 18 Mar @ 10:39am 
Does this work with "Less irritating charge"?