Total War: WARHAMMER II

Total War: WARHAMMER II

More Mass for Chariots
13 Comments
Zasler 11 Jul, 2022 @ 4:14pm 
I've test this mod on The End Times and SFO and they both work. Makes chariots way more enjoyable!
Charlie 26 Jun, 2022 @ 3:45am 
Thanks very much for this mod. I've used chariots a lot in total war but when I tried cold one chariots and they were getting stuck in skavenslaves, I knew something was broken. If some chariots are still broken when Immortal Empires releases I hope you'll fix it there too!
piercebuster  [author] 21 Jul, 2021 @ 9:25am 
Mod is now updated for latest DLC.

I also shrunk the size of several chariot "articulation points" (the point that the chariot bends). In the game's coding the articulation point is its own entity with its own mass and collision hitbox and equations. Previously this mod updated the mass value of the articulation point but not its hitbox size. Turns out that many hitboxes for this point were even wider than the chariot itself. The result after this change is less collisions when in a blob of enemies, and therefore less getting mired down in the "tarpit".
GIGroundNPound 9 Feb, 2021 @ 12:20pm 
@piercebuster, thanks man will do!
piercebuster  [author] 9 Feb, 2021 @ 11:06am 
Sure thing. I also recommend you join the Modding Den discord. Any of the 6 modding_tech channels are open for questions - etiquette is to just use one that doesn't have an unanswered open question by someone else, or to use the oldest-active channel if they all have open questions.
https://discord.gg/bPftvAMW
GIGroundNPound 9 Feb, 2021 @ 10:59am 
@piercebuster, holy cow man thank you so much! This information is seriously awesome and helpful! Not to be "that guy", but would you mind if I friended you? I would appreciate asking you some additional questions regarding modding later this evening after work.
piercebuster  [author] 9 Feb, 2021 @ 10:51am 
@GIGroundNPound
The equation behind-the-scenes isn't something a modder can alter. But the equation now checks knockback against a delay that I believe didn't used to exist. That delay is
skip_collision_ignore_knock_seconds 2
found in _kv_rules_tables
If that were set to 0 I think that would revert it to how it was done before.

There are other stats that are variables in the equation also in the same db:
interrupt_mass_ratio_clamp_hit_reaction
interrupt_mass_ratio_clamp_knockback
interrupt_mass_ratio_clamp_knockdown
collision_disable_delay_(...)
GIGroundNPound 9 Feb, 2021 @ 9:18am 
First of all, thank you for your work and this mod sir! That being said, do you know how specifically to undo the changes to knockback that CA did in the last patch of the Twisted and the Twilight? I know that they messed around with "mass", "Hit Reactions Ignore Chance", and "Knock Interrupts Ignore Chance", but I am specifically trying to undo the "grace period" and re-enable the knockback check iterations. Would appreciate if you had any insight good sir!
piercebuster  [author] 4 Feb, 2021 @ 10:09pm 
Dunno.
ABF 4 Feb, 2021 @ 9:57pm 
Is this mod compatible with CTT?
piercebuster  [author] 9 Jan, 2021 @ 11:28pm 
@Albino Zebra Better Sieges is on the front page! How am I doing? :D

@benettonkkb check my videos for my other mods too haha
benettonkkb 9 Jan, 2021 @ 10:51pm 
Fool really put chamillionare's music video in the reel, lmfao glorious
Albino Zebra 3 Jan, 2021 @ 4:06am 
We shall watch your career with great interest.