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@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?
When I put the artillery on top of the other units
Right-clicking a weapon is very difficult😭
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.
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.
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.
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.
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
Have fun!
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.
Sorry for my delayed reply. Glad you like the mod. :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3082390369
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3082390369/4027970145567187253/ .
Guess I will use Sir mod for long-term Campaign
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.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3082390369