Total War: WARHAMMER III

Total War: WARHAMMER III

Leadership Matters
28 Comments
Cerb  [author] 17 Jul @ 11:59pm 
No worries mate, glad you enjoy
goatlegs 17 Jul @ 11:43pm 
great idea, thanks for making this
Cerb  [author] 12 Jul @ 3:43am 
No worries mate, glad youre enjoying it :)
Alkor 12 Jul @ 3:33am 
All that said - thanks for all your work. I'm in the process of making a personal modpack which includes a dozen or so of yours, so I was just looking for means to cut down the work (and future maintenance) for myself :P
Cerb  [author] 12 Jul @ 3:10am 
True, i suppose it would be two lines for my method, compared to just adding units to a single unit group, for submodders, but still has the custom battle issue sadly :( maybe one day!
Alkor 12 Jul @ 2:19am 
Fair enough about custom battles, I didn't take this into account as far as triggering the effect goes.

However, as for the the point about maintenance - that's why I mentioned an exclusion list similar to "all_non_chs", instead of an inclusion list like `all_units`.

You include 6 *categories* instead of several thousand units individually, but then individually exclude undead unit records. That's 240-ish undead units, instead of 3.6k-ish total you currently have to maintain. Modders would not need to add all units, as their units are included automatically in the base unit categories (assuming the mod doesn't touch those) - they would only need to list units to exclude, if applicable (like undead).

Likewise, for a superseding ability that turns it off, modders would also only have to add it to units that need to be excluded, not "each unit they add" - only undead units (or whichever other units they also want to exclude).
Cerb  [author] 12 Jul @ 1:57am 
Lastly, back when abilities werent hidden, it led to a lot of clutter on unbreakable units that didnt need it. Thats not really an issue anymore though that its hidden as like you pointed out, mechanically they are always 100 leadership and hence will never be affected.

Tldr, its either the same amount of work or added to undead units too, and neither method adds it to custom battles.
Cerb  [author] 12 Jul @ 1:57am 
Yeah, my original attempt was using unit sets. I had a few reasons for not continuing to use it.

Biggest reason was that it didnt add to units in custom battles, which have been both incredibly important for testing and also something many people asked for.

Another reason is that if i didnt use the all_units set, it would need to be individually added for modders anyway, which would be a virtually identical amount of work as adding it as a land_unit_ability (one line, two entries for both). If I did use it for all_units, it gives it to undead, which i didnt want for both thematic and mechanical reasons. I could have gotten around this by adding a second ability to undead units that supercedes the original and does nothing, but then its back to the issue of modders having to add an ability to each unit they add.
Alkor 12 Jul @ 12:36am 
As for `unbreakable` - unlike with undead, keep in mind plenty of abilities/items/banners etc. can grant the attribute midgame, so your current approach wouldn't work for those either. You'd have to modify all those effects individually to also remove the morale abilities when an unit becomes unbreakable.

But I think that units with 'unbreakable' have static leadership to begin with, don't they? I.e. it's not just that they don't rout - leadership doesn't change for them mid-battle at all. If that's the case your abilities should never trigger for them to begin with, meaning they could be safely applied to all units... except just undead.
Alkor 12 Jul @ 12:02am 
In either case, both should work and drastically cut down the list of units to maintain.

If mod users wanted to add their mods, they'd simply add their *exclusions* to your `all_units_with_morale` set, instead of having to add all their units (as those would be typically included by default through the vanilla categories).
Alkor 12 Jul @ 12:02am 
Ah, I'm sorry. I thought you wanted them on all units, given your `unit_set_unit_ability_junctions_tables` applies them to the `all_units` set. Plus, in the mod description you mentioned wanting to avoid the need for submods.

That said, if you want to apply them to all units in the game *except* a given selection, you can simply create a new set, say `all_units_with_morale`, and in `unit_set_to_unit_junctions_tables` use the `exclude` option, instead of manually listing nearly every unit in the game.

Check out the `all_non_chs` for example. It first includes all units (by including all unit categories in the set) and then manually excludes chaos unit records explicitly.

That's much easier to maintain, imo.

Another approach that could work would be to apply it to all units by default, but have an extra hidden ability that supersedes both morale abilities, and apply that ability to just the undead/unbreakable units. Same way one would remove 'wounds' from single entities, basically.
Cerb  [author] 11 Jul @ 3:21pm 
and tbh, i dont use additional unit mods personally as most of them i dont like or are balanced terribly, so i dont really care too much about compat myself, i could maybe chuck up a new, scrappier version with compat for you if youd like?
Cerb  [author] 11 Jul @ 3:19pm 
I wouldnt want this on all units, as that would include undead/unbreakable units, and would also not give it for custom battles sadly :(
Alkor 11 Jul @ 10:28am 
I believe you can get around listing all of the units for the abilities and instead rely on the 'all_units' unit set (as you tried, I believe, looking at the pack):

The enabling effect (effect_bonus_value_unit_set_unit_ability_junctions_tables) can be run from, for example, the difficulty effects, since they run globally (`campaign_difficulty_handicap_effects_tables`), and a scope of `faction_to_force_own_unseen` would work.

You'd have to list the effect for both abilities, all difficulties, and player vs AI separately, but that's still much less work to maintain (28 records I believe) than listing all units. Plus, it covers mod compatibility, backwards and forwards.
Cerb  [author] 18 Jun @ 6:12pm 
Hid the ability to reduce UI clutter.
Videogamer40000 28 Dec, 2024 @ 7:03am 
Chaos Lords of Tzeentch appear to be missing the buffs added by the mod.
Cerb  [author] 10 May, 2024 @ 2:42pm 
only RPFM, almost all mods are made with it
Grixa 10 May, 2024 @ 11:31am 
there is a ton of work. U did this mod only with PRFM? or some other software?
Cerb  [author] 9 May, 2024 @ 4:16pm 
but wont affect any custom units, if you have any in mind i could make a submod
Cerb  [author] 9 May, 2024 @ 4:16pm 
yep
Grixa 9 May, 2024 @ 8:48am 
save game compatable?
Cerb  [author] 3 Mar, 2024 @ 10:35pm 
np, if youre stuck just follow what ive done in that table in my mod
I Have No Enemies Brother 3 Mar, 2024 @ 10:23pm 
Thank you Cerb
Cerb  [author] 3 Mar, 2024 @ 9:07pm 
All youd need to do is go to land_units_to_ability_junctions and give the unit (its land_units reference) the two abilities (low and critical morale) from the same table on mine
I Have No Enemies Brother 3 Mar, 2024 @ 6:30pm 
What DB tables would I need to manipulate to make this work for custom units? Btw thank you for all your creative and immersion creating mods. Love the story descriptions btw ;)
Cerb  [author] 28 Apr, 2023 @ 1:58am 
Thanks mate, glad you like it :).
lolladin1234 28 Apr, 2023 @ 1:55am 
nice concept and execution
Cerb  [author] 15 Apr, 2023 @ 9:58am 
Update for chorfs