Total War: WARHAMMER III

Total War: WARHAMMER III

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

v1.0.1
Fixed “Reload Skill” not properly displaying. Confirmed what @Coffeecoffee described in comment section, thank you! The issue is that stat ‘stat_reloading’ is interpreted as a relative value by the game logic’s engine, so default type ‘mult’ to modify its stat does not work as expected vs default absolute value interpretation for other stats. I’ve replaced type ‘mult’ with a negative value ‘add’ (-10 to be precise to reflect back 10% loss of reloading skill). I’ve noticed that any ‘stat_reloading’ modifier has this defined as ‘add’ as well, except for ‘unit_fatigue_effects_tables’, which does not have this type defined and uses a fractional value only (i.e. relative). Why the inconsistency in CA’s source? I can only guess and I think either one of them is legacy (probably the fatigue table) from previous titles carried over and not made universal to streamline to most current state.
>> How this translates to in game, is that db field ‘base_reload_time’ with a value of 20 for a particular unit’s projectile (representing 20 seconds reload time) with an exhausted fatigue state suffers 10% reload time (-10 ‘add’ ‘stat_reloading’), resulting in 22 second reload time (see (also tooltip under) “Missile Strength” how this fatigue effect reflects back properly to absolute numbers). Note that the suffix “%” is not displayed anymore, which would be the case for any other ‘stat_reloading’ modifier effect as well, such as “Ballistics Calibration” ability (see @ https://totalwarwarhammer.fandom.com/wiki/Ballistics_Calibration ).
>>> I’ve tested this with extreme values to make sure the fix works as intended. Tested reload times of 5, 10 and 20 with modifiers -1, -10, -100 and -1000 and can confirm it to be so. I’ve noticed something interesting, which is that modifier for ‘stat_reloading’ caps at 100%, i.e. -1000 would result, just as -100, for a base reload of 20 seconds, to an effective reload time of 40 seconds.

Update: 18 May, 2024 @ 5:29am

Removed debugging (it has no place in release)

Update: 18 May, 2024 @ 2:59am

v1.0.0 (initial release)
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);

Dev notes:
- A custom ui has been made, because it is not possible with original one, where a bugged conditional expression is defined, which always is true and then evaluates the wrong secondary expression, rather than the much needed third expression.
My custom ui has this patched, for both active and cooldown effect for any ability (regarding its phase effect). I've forwarded this issue to a few CA devs and going to submit a bugreport with the fix.

Maintainence:
- If CA decides to fix the aforementioned ui issue, then custom ui is not needed anymore;
- If CA decides to change the source of used base ui, which has a high priority, because it has proven in the past to cause CTDs without any log entries;
- If CA decides to change fields in used db tables;
- If CA decides to release dlc adding more units, then those units need to be wired to have my custom abilities;
- If CA decides to make it possible to wire units to abilities via script (which would make static entries in db deprecated and therefore make my mod highly compatible with any other mod that adds new units).

Notes for submodders:
- Feel free to make a submod of this mod;
- It’s possible to add/edit stat effects/modifiers, which will properly reflect back on the unit card for the unit stats. To accomplish this, add records to a new table in: “db/special_ability_phase_stat_effects_tables/”. Make sure your table name gets loaded before mine.
Character priority in order: ! # $ % & ‘ ( ) + , – ; = @ 0-9 a-z [ ] ^ _ ` { } ~;
- If you (also) want to remove certain stat effects/modifiers, you need to datacore (aka override) my table, by having an identical tablename (i.e. “tp2_phaseStatMod”) and make sure your (sub)mod pack is loaded before my mod pack, which is determined by pack name (see previous/above character priority in order);
- 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/”

Update: 18 May, 2024 @ 2:55am

Obsolete self notes removed