Total War: WARHAMMER III

Total War: WARHAMMER III

Attack Move and Countercharge (WH3)
121 Comments
paperpancake  [author] 9 Jun @ 4:20am 
@TToKKang Translations are welcome. :) I added a link to your translation to this mod's description.
TToKKang 8 Jun @ 11:19pm 
Hello! I translated this mod into Korean and uploaded it! If you don't like what I uploaded, I will delete it!
paperpancake  [author] 16 Apr @ 11:19am 
@serable1021 I don't know of any Korean translation submods. Would you like to make one? Or would you like me to throw one together using Google Translate?

@Lucete I'll put it on my list of things to look into. (But don't get your hopes up. idk whether I'll get around to it.)

@grimnar42600 Thanks for the suggestions. :) No promises, but a tooltip should be doable if I remember the next time I update. As for making it more obvious, what do you have in mind?
serable1021 16 Apr @ 5:43am 
Is there no Korean translation submods? (KR)
Lucete 5 Apr @ 4:57am 
Can you make a hotkey that will allow the artillery to regain the weapon they let go of?
When I put the artillery on top of the other units
Right-clicking a weapon is very difficult😭
grimnar42600 28 Feb @ 7:09am 
Just found this and am greatly impressed increased the fun factor exponentially. Only suggestion I could come up with is a tooltip over the buttons and some more obvious way to tell if toggled on or off.
MightNight 17 Feb @ 7:46am 
Thank you for the reply! No worries, I totally understand. I am just glad this mod exists to be honest haha
paperpancake  [author] 17 Feb @ 12:48am 
@MightNight Thanks! Short answer is that I'm unlikely to be doing much modding for new features due to IRL stuff, even though I think both requests have merit. Some additional thoughts:

1. Snek's Hold Position Mod looks promising. But I haven't yet tried it myself, tested for compatibility, or looked into how it's implemented.

2. I considered a cycle-charge mod but worried about nuances with unit position, how to detect models that are stuck or charged through, etc. It probably could be done and might even be great (and WH3 has more info available via Cco than WH2 did), but it's low enough on my to-do list that I don't think I'll be the modder to do it.
MightNight 16 Feb @ 7:49am 
ESSENTIAL mod! I have two requests which may help the rest of the community if you want/able to implement.

1) Can you make it so that ranged troops do not move forward/backwards when Guard mode is toggled? Pivoting around is fine, but moving makes things...complicated.
2) Could you add another button that toggles auto cycle-charge? It would be great to toggle that on for some troops and have them do their own thing while focusing on the rest of the battlefield.
Mummylqx 23 Nov, 2024 @ 2:02pm 
This is such a game changer. thank you
OHM 10 Oct, 2024 @ 9:36am 
More power to you brother! Love your mods since WH2
=[NK]= Col. Jack O'Neil 18 Aug, 2024 @ 2:18pm 
Thank you anyway ♥
Mumm-Ra 18 Aug, 2024 @ 1:17pm 
ahhh I gotcha. really appreciate the clarity between all 3. thx for the this mod
paperpancake  [author] 18 Aug, 2024 @ 11:10am 
@Col. Jack O'Neil Hi! I agree that would be great to have. Unfortunately, I don't know of a way to intercept mouse clicks like that with the available script functions.
=[NK]= Col. Jack O'Neil 18 Aug, 2024 @ 6:54am 
Hey paper! I love all your mods! ♥

Would there be any chance of just a force move button. I love your aerial pursuit one, but if I'm manually wanting to bomb sometimes, and there a huge cluster, sometimes it would be nice to just manually hold like shift and click to move, rather than needing to find a spot much further away along the path incase I issue an attack order.
paperpancake  [author] 18 Aug, 2024 @ 12:57am 
@Mum-Ra Those mods are all compatible with each other, yes. :) Only one will have control of your unit. The others will release control if needed.

This mod and Aerial Pursuit do different things. The anti-air counterattacks attacks in Aerial Pursuit are just defensive so that the unit isn't completely oblivious to enemy threats, but it's not the main purpose of the mod. Aerial pursuit doesn't order any melee attacks against ground units. Aerial Pursuit's main purpose is to let you fly above other units for bombarding them, etc.
Mumm-Ra 17 Aug, 2024 @ 2:04pm 
is this compatible with AI General 3 and Ariel Pursuit? is Ariel Pursuit the same thing just for fliers?
paperpancake  [author] 3 Aug, 2024 @ 1:05pm 
@DyonisX It doesn't have any special handling for skirmish mode. I actually haven't tested it much with skirmish mode. As I was testing it recently, I noticed that my game slowed a bit when I used skirmish mode and this mod on the same units at the same time. I haven't yet determined if that's an incompatibility. But in general, this mod tries to avoid reissuing orders to a unit that is already attacking. If ranged units have started firing this mod should let them fire and retreat as necessary as normal for skirmish mode until they get out of range, and then this mod should take over again. Let me know if you experience anything different, or if the game starts slowing down for you, too.
DyonisX 20 Jul, 2024 @ 5:57pm 
How does this mod interact with skirmish mode?
paperpancake  [author] 2 Jul, 2024 @ 11:50pm 
@TheDuke37 Glad to hear it's working for you. Thanks for the follow-up!
TheDuke37 2 Jul, 2024 @ 11:21pm 
@paperpancake Found the issue, we both had different versions of the same mod somehow.
paperpancake  [author] 1 Jul, 2024 @ 11:31am 
@r1kko Interesting! I'll need to experiment with that sometime. I don't have much personal experience with either multiplayer or movie mod packs. My last comment was based on things like official recommendations [www.totalwar.com] and some other modders [tw-modding.com], but those are just rules of thumb. If it's working for you then maybe there's more to the picture that I don't know yet. Thanks!
r1kko 1 Jul, 2024 @ 2:27am 
paperpancake its actually possible to make such mod work even with vanilla players, just turning this in movie pack format
paperpancake  [author] 1 Jul, 2024 @ 1:06am 
@TheDuke37 All players in a multiplayer game need to have the exact same mods enabled, the same mod versions, the same files in the data folder, and beware of any movie mods, even if they aren't enabled. Can you double-check those things?
TheDuke37 1 Jul, 2024 @ 12:16am 
It keeps crashing in multiplayer. For some reason it says it's on the wrong version when anyone tries to join.
paperpancake  [author] 29 Jun, 2024 @ 11:46am 
"Updated"
r1kko 19 Jun, 2024 @ 2:21pm 
Hello, i love your counterchagre, i made it even work in mp in movie format, lol. I sent friend request for private chat, i made spread out formation ability, and im interested is it possible to make ai use it under artillery fire
Hyoh 15 Jun, 2024 @ 4:02am 
You rock! :steamthumbsup::steamthumbsup::steamthumbsup:
paperpancake  [author] 25 May, 2024 @ 10:47pm 
@AngelPhoenix You can test the behavior in a Skirmish vs the AI. This mod ignores halt orders; if you want to halt, you need to unlock first. By "defensive stance," do you mean guard mode? This mod does nothing special with guard mode, so it units in guard mode will not chase immediately until this mod re-issues the attack order. I wanted to make this more intuitive, but the game's command listeners don't specify which unit is receiving the command, which is very limiting.
AngelPhoenix 24 May, 2024 @ 7:58pm 
This sounds really cool but wanted to ask: how is the attack-move affected by having units set to the "Defensive" stance? Does it override this? Can I turn off Defensive mode, use the attack move, and then cancel the attack-move by putting the unit back on Defensive mode? How does the Halt command interact with this? Thanks in advance!
paperpancake  [author] 5 May, 2024 @ 5:32pm 
@jstnok To be clear, any unit that my mod controls shouldn't be affected by JGB, and vice versa.
paperpancake  [author] 5 May, 2024 @ 5:31pm 
@jstnok Thanks! The author of Just Good Babysitter and I worked together to resolve some incompatibilities back in January, so afaik you should be able to have part of your army under the control of one mod and part under the control of another. If you find otherwise, please let us both know so we can take a look. There is a historical discussion about what we already worked on if you're curious.
jstnok 5 May, 2024 @ 5:22pm 
First off, thanks for your hard work on these mods including AI General and Aerial Pursuit.
I was wondering if your mods were compatible with another similar mod called Just Good Babysitter https://steamhost.cn .
It has a few QoL functions that attempts to fix the idling issue that units and lords often have after issuing orders, such as when a unit or lord/hero is ordered to attack something, it will continue attacking that specific target until it either can't anymore or the target routs.
Your mods are amazing for defending your backline with countercharge mode, or turning AI on after a battle is nearly won to finish up the routing units, but alongside these benefits it'd be really great to have a bit of insurance that once you order a unit to do something, it will continue doing it without having to babysit it constantly.
Regardless of the compatibility, thanks again for your efforts
paperpancake  [author] 2 May, 2024 @ 5:55pm 
Fixed a bug that could cause flying units to fail to land to attack artillery. They previously had been getting ordered to attack repeatedly, which could sometimes interrupt their descent.

Have fun!
FibonacciSpiral 13 Apr, 2024 @ 7:31pm 
Just stumbled into this mod.... absolutely amazing... bless you for this mod that CA should've already implemented forever ago.
paperpancake  [author] 3 Mar, 2024 @ 3:32am 
@ghks1495 Or, if my last comment misunderstood you, if you want to chase ALL fleeing enemies (even shattered enemies), you can set both of these to true:

can_target_routing_enemies = true
can_target_shattered_enemies = true

Those are the two configuration settings for this mod that control the behavior you are asking about, and each can be set to either false or true.
paperpancake  [author] 3 Mar, 2024 @ 3:25am 
@ghks1495 There is. In the configuration options for this mod, you can set can_target_routing_enemies = false
Risasuki 2 Mar, 2024 @ 10:17pm 
You are genius. But I want to ask you one question, is there a setting that keeps you from chasing your fleeing enemy?
paperpancake  [author] 1 Mar, 2024 @ 7:46pm 
"Updated" for 4.2. (No changes were necessary for this scripted mod, as usual.)
FinaL 23 Jan, 2024 @ 12:28pm 
AH thank you! Haven't knew this! I will try this out ! :)
paperpancake  [author] 23 Jan, 2024 @ 12:09pm 
@FinaL Have you tried putting your ranged units into melee mode while it has a countercharge order? A range unit in melee mode will fire-at-will if facing an approaching enemy until that enemy is close. Then your unit will charge into melee.

Sorry for my delayed reply. Glad you like the mod. :)
FinaL 11 Jan, 2024 @ 10:42am 
There are mods that change the game value - and this one maxed them out! However, I've a question: Can I set my ranged units to counter charge ? So that they will charge instead of firing ?
Krixus31 17 Dec, 2023 @ 2:49pm 
Thanks PPC for the quick reply. I hyave been using this alot but im just about to try Babysitter MOD to see the difference . It would be handy for the units to continue fighting throughout the battle without having to micromanage.
paperpancake  [author] 17 Dec, 2023 @ 2:45pm 
@Krixus31 It doesn't. It's primarily just based on distance (modified somewhat for which direction the unit is facing, whether it is flying, etc)
Krixus31 17 Dec, 2023 @ 2:31pm 
Does this mod allow to set units to counter charge or attack move certain unit types. For example halberdiers to charges large units as priority
paperpancake  [author] 9 Dec, 2023 @ 12:02pm 
As far as I can tell, Deo has fixed the compatibility issues between Just Good Babysitter and my mods. Thanks, Deo! You can now use both mods together if you wish. If you haven't tried Just Good Babysitter, yet, give it a shot. :)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3082390369
willyinuyaz 5 Dec, 2023 @ 9:06pm 
Thank You so much for the explanation Sir @paperpancake and from this discussion
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3082390369/4027970145567187253/ .

Guess I will use Sir mod for long-term Campaign :lunar2019piginablanket:
paperpancake  [author] 4 Dec, 2023 @ 8:11pm 
If you want Attack Move and Countercharge to make your units keep attacking no matter how far an enemy is, you can configure the redirect_radius to a very large number. You would still have to deal with order locks, but that would at least be compatible with my other mods like AI General.
paperpancake  [author] 4 Dec, 2023 @ 8:11pm 
@willy Just Good Babysitter (JGB) is not the same as this Attack Move and Countercharge (AMaC). AMaC gives you more specific control and has countercharge, whereas JGB requires an initial attack order but is more intuitive and doesn't require order locks.

Unfortunately, JGB is not compatible with my mods. For one thing, if my mods are giving orders to one unit while you have a different unit selected, JGB gets confused about which unit got the order.

Deo and I are using different work-arounds for a frustrating modding limitation that I've written about for years . I use order locks for AMaC. Deo instead makes some technical assumptions that should probably work in almost all situations. Unfortunately, those assumptions are more easily broken when other mods are also used.
willyinuyaz 4 Dec, 2023 @ 5:37pm 
is this mod just like yours Sir @paperpancake?. It like just works same way
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3082390369