Total War: WARHAMMER III

Total War: WARHAMMER III

37 ratings
Improved Unit Behavior
   
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battle
Tags: mod
File Size
Posted
Updated
11.981 KB
20 May @ 1:58pm
20 May @ 3:15pm
2 Change Notes ( view )

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Improved Unit Behavior

Description
This is a small mod that improves units ability to follow and retain orders as well as reduces the chance units will become idle while enemies are nearby. This mod is based on the 'Increased Responsiveness' mod that mysteriously vanished from the workshop. This mod is different in some ways and includes some additional features. If you would prefer the original mod, I suggest checking out Increased Responsiveness - re-uploaded edition. A full breakdown of the changes as well as the reasoning for each one can be found below.

Changes

break_off_ignore_collision_time Changed from 0 to 1
This allows unit models to not be blocked by stray enemy models when breaking away from combat by allowing them to ignore collision for 1 second after an order is given.

entity_action_attack_formed_combat_distance Changed from 2.5 to 10
entity_action_attack_formed_tether_distance Changed from 2 to 8
max_range_for_attack_mode_local_attack Changed from 3 to 12
This allows units to react to enemies further away and better persue targets.
NOTE: Putting units in guard mode will cause them to hold a position rather than pursuing engaging units.

generic_matched_combat_percentage Changed from 60 to 100
This ensures large monsters will always attack each other with appropriate attack rather than an attack for an infantry unit. Who doesn't love giant kaiju fights?

melee_attack_threshold_modifier_artillery Changed from 1 to 0.5
melee_attack_threshold_modifier_idle_ammo_remaining Changed from 0.85 to 0.25
melee_attack_threshold_modifier_idle_default Changed from 0.14 to 0.01
melee_attack_threshold_modifier_ordered Changed from 0.22 to 0.75
This makes units react faster to being attacked in melee while they are idle and less likely to react when they are given a different order.

melee_seconds_in_close_proximity_to_stop_pursue Changed from 1.5 to 0
This makes pursuing units attack targets as soon as they are within range.

projectile_aiming_target_size_modifier Changed from 0.9 to 1
This removes the small accuracy buff to ranged units when shooting large targets.

projectile_friendly_fire_ignore_allies_height_coefficient Changed from 1 to 0.9
projectile_friendly_fire_ignore_allies_radius_coefficient Changed from 1.7 to 0.9
projectile_friendly_fire_man_height_coefficient Changed from 1.15 to 1.1
projectile_friendly_fire_man_radius_coefficient Changed from 2.2 to 1.5
This improves the ability of ranged units to shoot past allied units when there are exposed enemies.
NOTE: Values were chosen to increase leniency when shooting around allied unit while not letting them shoot through allied units

unit_firing_line_of_sight_considered_obstructed_ratio Changed from 0.75 to 0.25
This lowers the required number of models that are not able to fire for the unit to see itself as obstructed. This will make the unit keep moving until more of the models can fire.

Compatibility
  • Compatible with existing saves
  • Compatible with multiplayer
  • Can be removed
8 Comments
herobrinethief 11 Jul @ 12:38pm 
Idk if it's just me, but my Durthu refuses to attack pegasus knights. Idk why, but he keeps fidgeting and never attacks.
Fremic  [author] 19 Jun @ 3:43pm 
@HotPizza87 Yes, they modify similar game files so I would suggest picking one. There is some differences so I would suggest trying out both the see which one works best for you. I outlined exactly what I have changed to hopefully make this easier.
HotPizza87 31 May @ 9:59am 
If I already have the unit responsiveness mod, do I need to disable that one to use this one? I imagine they do similar things. I imagine one overwrites the other so there's no point having more than one.
Gauntlet 22 May @ 5:46am 
Thank you for the thoughtful reply, its appreciated. Personally, I would like the mod to be "balance neutral" as possible, so that I can use this mod as part of my standard baseline package, and not worry that it is compounding balance changes made by some other mod.

But hey, it is your mod, and you should do what you want for it. It's a very nice addition to the workshop.

Thank you!
Fremic  [author] 21 May @ 11:44pm 
@Gauntlet While it isn't directly linked to unit responsiveness, it is not the only change that affects the game balance. I wanted to make the changes about improving the feel of battles. Everyone is going to have their own way of doing that as it is such a broad goal.

I personally felt that it didn't make sense to arbitrarily buff missile units in this way as large monsters are already punished so hard by them. Also, the modifier change has such a minor impact that to me it was unintrusive enough to just have a unit's accuracy be consistent; irrelevant of the size of the target.

If people express that they would prefer this be removed I will happily adjust the mod to comply with popular demand.
aeON 21 May @ 1:18pm 
I love that you changed break off ignore collision. I was getting so sick and tired of seeing heavy steel knights being held up by 3 stupid goblins.
Gauntlet 21 May @ 8:48am 
What is the motivation for this change?

"projectile_aiming_target_size_modifier Changed from 0.9 to 1
This removes the small accuracy buff to ranged units when shooting large targets."

Everything else is themed around unit responsiveness and the experience of the user's commands and doesn't necessarily change any of the balance between different types of units/etc.
luich 20 May @ 6:09pm 
NICE ! ! !