Total War: WARHAMMER III

Total War: WARHAMMER III

No More Irritating Charge
33 kommentarer
PIXY_UNICORN 27. mar. kl. 1:35 
This mod has a CTD associated with packfiles that are titled with Uppercase letters.
CA announced that changing all uppercase packfile titles to lowercase seems to fix it.
js02232  [ophavsmand] 14. sep. 2024 kl. 18:41 
@Buff_Cosmo
It will work as shown in the video.
But be careful.
There is an opinion that as the knockback time increases, damage loss occurs and it is frustrating when chasing.
Buff_Cosmo 12. sep. 2024 kl. 10:51 
If this mod works like in the description video then it's the best mod on the workshop for this game.
js02232  [ophavsmand] 14. juni 2024 kl. 8:28 
@Axios2002
When I looked into the DB, CA updated some collision related values.
However, it is not related to this mod.
Axios2002 14. maj 2024 kl. 20:04 
I think this might need an update since CA did something to charges too.
TheMediCat 11. apr. 2024 kl. 19:14 
Does this mod work for other folks? I'm playing the Kislev prologue and my cavalry get pretty stuck in melee. But I have other mods that could be interfering, so wondering what other folks' experiences are like.
Trepen0004 12. dec. 2023 kl. 2:43 
What changes to charge were in the patch?
Antagonistes 11. dec. 2023 kl. 5:10 
Is this mod obsolete since the patch CA made ?
=[NK]= Col. Jack O'Neil 31. okt. 2023 kl. 16:58 
I'll try do a test how the new update effects this. I still imagine they are done differently
Abnaxis 4. okt. 2023 kl. 9:35 
Does this help flying units like harpies or bats? Or just mounted cavalry that have the mass to push through?

I'm guessing the latter, which is still worthwhile but MAN I'm getting tired of one singular flyer dragging everyone down with them...
js02232  [ophavsmand] 16. sep. 2023 kl. 5:38 
@kyokamaru
It's hard to be sure, but at least not as far as I know.
kyokamaru 16. sep. 2023 kl. 0:10 
i have an idea, can't you just remove units beeing immute to damage that are knocked over? or its a hard coded thing you cant change.
kyokamaru 16. sep. 2023 kl. 0:07 
i wasnt trying to be offensive i was trying to point out a flaw that you may overlooked. but thanks for the awnser sounds about right so ye the core game is flawed when it comes to charging it seems.
js02232  [ophavsmand] 15. sep. 2023 kl. 23:19 
@kyokamaru
And all of this aside, if you think my mod is wrong, you don't really need to use it.
I never forced or encouraged anyone to use the mod.
js02232  [ophavsmand] 15. sep. 2023 kl. 23:18 
@kyokamaru
The charging bonus for cavalry is usually around 50.
Considering that you only have half the charging bonus the moment the second attack is made, it is not that big of an advantage.

On the other hand, the losses are enormous. If the cavalry stays longer than 6 seconds for a second attack, they will inevitably be surrounded by infantry and attacked.
Most cavalry that gets stuck when trying to leave the battle will die.
If the battle continues, cavalry with low stats will die.
Compare the two gifs above. In the first gif, even though it retreated immediately after charging, its HP was reduced by about 15%.

Repeatedly charging rather than continuously engaging can deliver much more sustained and high damage in a hammer and anvil strategy.
Avoid sustained engagement with infantry unless you have exceptional cavalry like Skullcrushers of Khorne.
js02232  [ophavsmand] 15. sep. 2023 kl. 23:10 
@kyokamaru
To be exact, the charging bonus is applied for 13 seconds.

The charging bonus decreases linearly over time.

When attacking due to the cavalry's charging motion, the attack includes a charging bonus. This first attack is the one that receives the most charging bonus.

The cavalry's attack motion usually has a delay of 4-5 seconds.
In vanilla, the knockdown time is about 2-3 seconds.
In other words, even by vanilla standards, the second attack after charging occurs more than 4-5 seconds out of 13 seconds have already passed.
In fact, you get almost no charging bonus other than the second attack.

Cavalry generally has lower melee attack and melee defense values ​​than infantry. Additionally, cavalry actually takes more damage because they are surrounded and attacked.
When attacking from the side, only 60% of the melee defense is applied and 30% of the defense is applied from the rear.
kyokamaru 15. sep. 2023 kl. 8:03 
This is good iff you want to charge over a unit and you dont want to get stuck but this is actually horrible iff you charge in and stay engaged with that unit (like hammer and anvil for example)
Most of your bonus damage will be wasted because knocked over units are immune to damage...iff you increase the kock over time you increase their time that they are invulnerable wasting the bonus damage that the cavalry could have done.
kyokamaru 15. sep. 2023 kl. 8:03 
thats collision damage not the charge bonus damage that your units do for 9 sec after charge....
When a charging unit collides with a unit the units take collision damage based on speed and mass AND the charging units get a melee attack buff and a weapon damage buff for 9 seconds with less damage each second passed.... unites getting knocked down will take collision damage but are immune to the chaging units +damage because knocked over units cant get hit while on the ground....so your 9 sec is less iff they stay on the ground for 4-5 seconds because they cant take more damage...
=[NK]= Col. Jack O'Neil 14. sep. 2023 kl. 15:53 
I think it's great thanks! I'll give feedback once I've used it more
js02232  [ophavsmand] 14. sep. 2023 kl. 13:36 
@kyokamaru
I could explain it at length, but to put it briefly:
No, it's not.
Compare the two gifs above.
kyokamaru 14. sep. 2023 kl. 12:53 
units knocked down are immune to damage so iff you charge in and stay there you will have massivley reduced damage with the increased knockdown time wasting the charge's best seconds....
js02232  [ophavsmand] 14. sep. 2023 kl. 1:46 
@aimop95
Additionally, as explained at the very beginning, the cavalry gets stuck in the end because there is a collision. In other words, no matter what value you adjust, if there is a collision, the cavalry will get stuck even a little.
That's why I adjust the knockdown time.
Since there is no collision during the knockdown, if you adjust it to an appropriate value and can get your cavalry into proper formation within that time, it will be much easier to get out after charging.
In fact, knockdown time has a much greater impact than the collision-related values ​​listed at length above.
js02232  [ophavsmand] 14. sep. 2023 kl. 1:46 
@aimop95
To explain numerically, let's say that when charging an infantryman with a mass of 100, the value corresponding to collision_disable_delay_knocked~~ is 0.
Then, as soon as the cavalry collides with the infantry, the infantry will no longer collide, and regardless of whether it is knocked back, knocked down, or sent flying, this entity cannot affect other infantry.
The mass of the target actually charged by the cavalry will be 100.
If the value is high, the infantry will affect other entities while knocking back, knocking down, or flying away.
That infantry affects another infantry, and as a result the cavalry becomes like a charge to a mass of infantry.
It will feel like the mass of the target charged by the cavalry is not 100, but much higher.
js02232  [ophavsmand] 14. sep. 2023 kl. 1:45 
@aimop95
Specifically, the reason cavalry gets stuck is because of a collision with a unit.
Since this is implemented in the game engine, mods can't fix it.
It simply adjusts the values ​​used by the engine to implement collisions.
There are values ​​starting with collision_disable_delay_knocked~~.
These values ​​determine how much time passes after a collision decision is made before the collision is ignored.
If this value is too low, cavalry, when charged into an infantry formation, will pass through the formation as if it were going through a feather.
It may sound good, but it really isn't.
In the extreme, assuming there are 160 infantrymen, the cavalry would have to charge all 160 men one by one to knock down all enemies.
If this value is high, infantry will influence each other and cavalry will now be like charging a thick wall rather than a feather.
Aimop95 13. sep. 2023 kl. 15:38 
Loving this mod so far, what kind of value was to low/high that made cav so sluggish when charging at a non-braced formation?
Nicious 13. sep. 2023 kl. 15:23 
@=[NK]= Col. Jack O'Neil If this modder changed mass and acceleration, the charge dps output would have been changed. Based on gif uploaded, there is no change of damage output
js02232  [ophavsmand] 11. sep. 2023 kl. 3:26 
@=[NK]= Col. Jack O'Neil
Neither.
The value used in the charging mechanism has been changed.
=[NK]= Col. Jack O'Neil 10. sep. 2023 kl. 15:10 
What do you change? Mass and acceleration?
Pyrodysseus 10. sep. 2023 kl. 14:02 
well this was an instant subscribe, thanks!
Serj Targarien 10. sep. 2023 kl. 8:13 
Should work with every modded unit as it only changes the rules table, and not specific units stats.
Mon'Keigh Chirurgeon 50A 10. sep. 2023 kl. 7:43 
I see. This will warrant further testing, then... I hope this one works on modded cavalry units. Thanks for the response.
js02232  [ophavsmand] 10. sep. 2023 kl. 7:42 
@Mon'Keigh Chirurgeon 50A
maybe yes.
Mon'Keigh Chirurgeon 50A 10. sep. 2023 kl. 7:16 
Query: Does this mod work with modded cavalry units?