Total War: WARHAMMER III

Total War: WARHAMMER III

Show Charge Active
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Update: 18 May, 2024 @ 2:58am

v1.2.0
- Higher definition charge icon used. I’ve found two charge icons with more pixels in the source files, but it had that circle behind it, which I wanted to remove. So, I differentiate them in Gimp, created a mask to put on the first, to extract only the charge icon I want, then enhanced it and put a soft black border around it, looks clean now;
- Fixed typo in tooltip;
- Refactored code to use custom ui layout to handle ui manipulation. I’ve used lua scripting before, but wasn’t happy with the overhead, as using own ui is most efficient. Why? Because the ui layout dictates which and how ccos (=> game objects tied to uic) are going to be used. Lua scripts come after the fact. If an ui layout dictates to force refresh uic each n ms, then you need to keep track within lua scripting, which happens with a poller, because there are no callbacks back to script libraries. Also, the issue with ui being created have to be polled. So, the previous script framework to handle any ability’s visibility in all environments (battle, campaign and frontend), inc. dynamically created unitcards (such as when hovering over starting units on new campaign and units in buildings) have been ditched for a much cleaner and efficient approach. Much less code required as well. The only drawback is, is that when the base ui layout changes, this mod needs to be updated, which afaik, only happened once before for this particular layout and caused mods who relied on it to CTD without any log. Something to keep in mind.
Also refactored universal library module to make it usable in other mods as well and created global checks not to call resourceful functions in any of my mods if one mod already handled it, to preserve performance.

Update: 18 May, 2024 @ 2:54am

Obsolete self notes removed

Update: 3 May, 2024 @ 2:49pm

v1.1.0
- Fully compatible and verified working with patch 5.0. Updated to latest table schematics that were introduced with patch 5.0. Added all units so far available from vanilla (inc. all dlc’s);
- Passive charge ability made hidden on unit card (for ability subpanels: details and icons), because it adds zero value and can be considered bloat. When a charge is active, it will still show charge as active ability in the vertical panel on the unit card.

Update: 22 Apr, 2024 @ 10:49am

v1.0.0 (initial release)
Foreword:
I’ve created this mod, because it does not exist yet, afaik. I’ve got a few mods I want to make on my todo-list, but never bothered to mod anything post Total War Empire. Someone requested for such mod, so here we are, which is probably a good time to cancel my procrastination towards making TW W3 mods. There are three more QoL mods in the making before a complete battle overhaul mod.

Notes:
- It’s possible that the charge is recycling after it expired for a few more seconds, I’ve noticed that it happens when a unit that is charging is fighting multiple units at the same time. I did not change the battle mechanics, it’s what it has always done before as well, but we couldn’t know, because there was no indication to see if charge was active;
- It’s not possible for the applied charge bonuses to correctly reflect back on unit stats on the unit card for a multitude of reasons (in short, there is no way to do it via db, scripts and the cco interface. Even if it’s possible, there is currently still no way of telling whether charge bonus is applying and how much percentage of that c.q. remaining charge bonus time).

Notes for submodders:
- Feel free to make a submod of this mod;
- It’s possible to apply extra bonuses manually when a charge is active, which will properly reflect back on the unit card for the unit stats. To accomplish this, add records to table: “db/special_ability_phase_stat_effects_tables/tp1_phaseStatMod”;
- It’s possible to add new units from other mods, by adding them to a new table in: “db/land_units_to_unit_abilites_junctions_tables/”