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It will chase unless the enemy runs far enough out of range.
Some of the settings like redirect_radius can be seen and adjusted in the optional configuration.
The WH3 version is similar and has a YouTube video if you want to see it before trying it yourself.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2948757115
After I publish it, I might make a short YouTube video to later add to the Steam page to highlight some situations where this mod is helpful. I'd love to hear from all of you about what you most often use this mod to help you do. Some use-cases I'm thinking of highlighting:
- Guarding artillery from summoned and flying units
- Defending against enemies trying to charge or flank while you're looking elsewhere
- Tell units to keep fighting in an area
- Attack-moving through forests that might have enemies
- Waiting for enemies to get in range before charging
- The chaotic start of ambush battles (esp if you don't want to pause or can't because of Legendary)
Thanks everyone for the positive comments. I read them all and they help my modding motivation more than you might expect.
any plans to port this to wh3 in the future?
What's more, I loaded with Adjustable Battle Speed afterward and it worked too, I'm not sure why I crashed earlier since I've changed no other mods. Good enough for me.
Huge thanks man for making this mod and sharing it with the community, this is a game-changer.
I haven't yet been able to reproduce the incompatibility with Adjustable Battle Speed that you describe. The mods seem to work ok together when I tried them today using just those two mods plus MCT, but I'll keep playing around with it. If you discover anything that might help me pinpoint this, please let me know.
I also just couldn't get the mod to work afterward - I see it's enabled and have mod configuration settings in MCT, set F2 as a hotkey, but in both custom and campaign battles I saw no indicators above my units, and couldn't use any of the given methods to get any sort of attack-move.
Takes a bit of getting used to. Basically, give the attack order; and once your units are engaged where you want them to be, press the button on the interface (or use the hot-key if you're not a mouse warrior like me). They'll now cause havoc; but only in that area.
If you want to move them OUT of that area, click the button again (pressing pause while doing this is advised), and move them onto a new target. Once they get where they're going, re-engage that button and sit back and watch the carnage.
This makes the game so much easier to enjoy. It's especially useful on 'mainline' troops, because with this mod your mainline troops become death-brawlers, actively pursuing and finishing fights anywhere with a 25-metre radius. It's especially fun to see your swordsman finish up flanking one unit, then turning on the next one; and the next; and the next.
Brilliant stuff dude. <3 Thanks.
- You no longer need to unpause for your orders to register before turning on Aerial Pursuit. (The cosmetic arrow won't update until unpaused, but the icons will, and the target will be chosen correctly.)
- Added a new configuration option, not_idle_when_countercharge_is_on, to give you more control over how Find Idle Units treats units with countercharge.
@Luxmaris Happy early or late birthday or [insert your preferred holiday]. Your wish has been granted. ;) To get the behavior you requested, set the new mode_after_victory MCT option to "report and unlock", which will order any locked units to stop attacking when victory is declared and go to their locked location, and then this mod will unlock them. Let me know how it goes.
But thank you for your reply, sorry for my late one!
Is there any chance you could create a hotkey, like ALt + RMB, that force moves, or moves ontop of a unit? For instance with units that can drop bombs, I find it hard sometimeds when the battlefield is a mess being able to right click anywhere without issuing a ranged attack order. It would be awesome if there was a way to force move to that units location (Even better if it tracked the unit), so it was easier to bomb
@MOMO & YUNA I'm glad you are liking the mod. :D
@Mr. Bunny I haven't been able to reproduce the bug you describe. It seems to be working fine for me. Until I can reproduce it, I'm unable to fix it. Could you (or anyone else) tell me more about how you are getting the bug? And does it happen even if you use just this mod with all other mods turned off?
@Yellowboy I'm not certain about the idea you had about flying units and sadly haven't had time to look into it yet. I'm glad you find the mod helpful, though!
Needs to be updated because something is clearly wrong here, the units don't all walk directly where you told them to.
If standing still however for counter-charging it works just fine.
I am here for a request. If possible I really want to have a button to make !!!!flying unit stay on the ground instead of flying all the time!!!!. I just thought that it might related to your mod and you may have a way to make it happen. I wish the "specific_behavior_type" should have stance like this as a standard not to the point of making a whole new script. please consider to your own convenient and thank you for adding more mechanic to the game.
@Shandod Today's update was inspired by your request. It's like what you asked for, but I think it's even better. What do you think?
@Popo I can be slow to implement new features, but I try to squish bugs ASAP. :)
If you're curious, the problem was that unit responses during battle and quest battle speeches both apparently use the same volume type. This mod disables unit responses during battle out of necessity, since this mod needs to re-issue commands frequently. But I was originally just turning off that volume type for the entire battle. Today I added a few lines to the script to turn that volume type on during cutscenes and back off if no cutscene is running.)
I've had multiple mods enabled but I singled the problem out to this mod(I've only had this mod enabled when testing). With almost every quest battle your lord first gives a VO speech. Every sound in the game is fine except the voice for the speech. Could you mayeb look into it to see what causes this? Thanks!
(btw I love this mod, really helps micromanaging)
Thanks for the positive feedback! Since this mod has been in beta for several months without any reported issues, I'm removing the "beta" designation. Of course, please still let me know if you run into any issues.
thanks so much
Hopefully TWW 3 will be more modern and have these features.