Total War: WARHAMMER III

Total War: WARHAMMER III

Cannon Targeting Fix ALL FACTIONS
110 Comments
C4MP 25 Mar @ 12:56pm 
Empêche le démarrage depuis la mise à jour 6.1
Jolc3r 2 Nov, 2024 @ 9:58pm 
Some of the projectiles tables updated too, values are not in sync with vanilla. You can see those values on latest RPFM do not match up.
Mumm-Ra 1 Sep, 2024 @ 11:47am 
What about Soul Grinders? They need an upgrade too
=[NK]= Col. Jack O'Neil 21 Aug, 2024 @ 3:39pm 
Might be worth updating. This was posting on da modding den "land units, they added AR unit categories (scroll all the way to the right) to all units and not only artillery, doesn't crash if you don't, but still. - so you should only really be using up to date submods post this update"
Austino  [author] 21 Aug, 2024 @ 2:26pm 
Mod confirmed working after 5.2.0 patch. No update required
=[NK]= Col. Jack O'Neil 4 Aug, 2024 @ 7:17pm 
It would take 2 secs to do
HotPizza87 4 Aug, 2024 @ 5:17pm 
Would be awesome if this could be extended across all ranged and artillery units. Understandably a lot of work.
Austino  [author] 10 Jul, 2024 @ 12:33pm 
@Domi

Only cannons, those other artillery are not included.
Domi 10 Jul, 2024 @ 3:44am 
does this mod also affect organ guns, flame cannons and other artillery units in general? Or does it only affect cannons
Coffee Commander 30 Jun, 2024 @ 3:29pm 
Would you also be able to fix Burning Chariots of Tzeentch? They are sooo ineffective since they always target the very edge of a formation and since they shoot from up high they barely hit anything.
Velehk Sain 16 Jun, 2024 @ 10:50am 
Still waiting for the mod being finished, but that sounds great so far, thanks
Austino  [author] 16 Jun, 2024 @ 8:52am 
@Velehk Sain

As long as the mod doesn't have conflicting projectile tables then it should work.

Load a skirmish battle to check
Velehk Sain 16 Jun, 2024 @ 1:08am 
Does this work with mods that add entities? Like x2 size mods?
=[NK]= Col. Jack O'Neil 24 May, 2024 @ 6:15pm 
If either of you are using the mod manager, you need to make sure you've got them exact same options enabled in the options where it says like skip intro
Austino  [author] 24 May, 2024 @ 12:53pm 
My best advice is to delete the %appdata% launcher folder, compare mod lists via collections and make sure no mods are in the warhammer 3 data folder.

Best of luck
Sharptail 24 May, 2024 @ 12:02pm 
That's really odd.
We tried having nothing but this mod active and it still insists we're incomaptible. Using the vanilla launcher though, but I do use wh3 mod manager myself for my solo campaigns.
I have no idea where to look to figure out what's going on. Clearly it's not the mod itself.
Austino  [author] 24 May, 2024 @ 11:33am 
I just started a new coop campaign and can confirm everything is ok
=[NK]= Col. Jack O'Neil 23 May, 2024 @ 4:47pm 
Are you using prop Joe's launcher? It's not this mod causing the issue. It's only a dB change.
Sharptail 23 May, 2024 @ 12:41pm 
We tried this already, unfortunately. Deleting the launcher folder is one of the first things we do when we run into incompatibility issues when we don't think there should be any.
There has to be -something- in our mods that clashes with this one in multiplayer, though I can't see what that could possibly be.
I'll have to see if I can't persuade him to do some more testing on this.
Austino  [author] 23 May, 2024 @ 11:46am 
@Shaptail Have you guys tried deleting your warhammer 3 launcher folder? That has been a common issue for my friend and I ever since Warhammer 2. Also if one of you have manually installed mods into your warhammer 3 data folder that could trigger the incompatibility. If all else fails try sending each other a single player campaign file, if there is a mod missing the save file will let you know on the load menu.
Sharptail 22 May, 2024 @ 4:28pm 
Well that's unfortunate, thanks for the answer. It's odd though, we've been wracking our brains over why it's happening and the only culprit we can find is this mod. I have no problems at all using it in singleplayer.
I wonder what might be causing this mod to act out if it's not at fault on its own. Interesting.
Austino  [author] 22 May, 2024 @ 4:05pm 
@Sharptail I believe that is user error on one of your ends, I have a coop campaign working fine.
Rudi Böllert 18 May, 2024 @ 3:53am 
@Tingu Yes, did you read the comments?
Tingu 18 May, 2024 @ 2:13am 
So it works fine?
Austino  [author] 16 May, 2024 @ 11:14am 
@Rudi Böllert, I needed to remake the mod anyways because of the 5.0 patch so no worries there. But the screenshots represent a best case scenario situation and shouldn't be expected to always be the case. Unfortunately we are unable to make this consistent as there is no support for that feature in the modding tools provided to us. We'll just have to hope that the next game engine will improve missile targeting efficiency.

Thanks
Rudi Böllert 16 May, 2024 @ 10:51am 
That makes sense, I guess the mod worked fine from the get go then, sorry for the extra work that's been caused. Altough I am curious if there's still something wrong, in your pictures it looks like the cannons actually shoot parallel to each other (within a unit), I couldn't recreate that behaviour at all, the rounds all come together eventually at the end.

Could this be changed/fixed though if not already? ^^
Austino  [author] 16 May, 2024 @ 9:35am 
@Rudi Böllert Thank you for clarifying, the way the mod works is that disables a feature called "Central targeting". Central targeting forces all artillery pieces to fire at the center most entities.
The mod reverts this behavior and allows artillery to behave like other missile units IE. crossbows etc.

However the behavior of missile units in general is somewhat capricious and unpredictable, sometimes a missile unit can waste a volley on a corner of a unit, other times the missiles will distribute themselves evenly onto a unit.

In short, artillery pieces will behave similarly to a unit such as crossbows and will "attempt" to spread their missiles onto units, rather than all focusing the center of a unit.
Rudi Böllert 16 May, 2024 @ 8:30am 
Ah okay, I think then there's a misunterstanding to what your mod actually does. As I understand it, the individual parts of the units each shoot at different spots, so cannon 1 aims at the left, cannon two at the right, and so on. But do you mean that the cannons generally just cover different areas, but then all parts aim at the same spot? In the pictures it looks as I originally understood it, and not that the units together simply aim at a different spot
Austino  [author] 15 May, 2024 @ 11:21am 
With today's update you may need to reinstall the mod as I have remade the mod from scratch.


@Hannibal Based on your description the mod seems to be working. The mod disables central targeting and you're saying that they are shooting the edges of units.
Rudi Böllert 15 May, 2024 @ 8:43am 
Yup, tested it and without anything activated, no changes unfortunately
=[NK]= Col. Jack O'Neil 14 May, 2024 @ 11:31pm 
This will need to be updated post this hotfix
Hannibal 14 May, 2024 @ 11:18pm 
Hello, i can confirm what Rudi said, only mod active and it still hits the same spots on the edges of the unit. This with the original and duplicate mods tested with nothing else activated.
Rudi Böllert 14 May, 2024 @ 5:11am 
Thank you so much for the extra effort! Unfortunately, it still doesn't seem to work. I've tried this with all cannons in custom battle, but they all still hit the same spot as a unit. I'm gonna unsubscribe later from all other mods to test if there's an incompatability, I will keep you up to date
Rudi Böllert 13 May, 2024 @ 9:35am 
I re-subscribed multiple times, deleted the mod folder from the workshop folder, moved the mod almost to the top and still can't get this to work.. :/ Could it be that it conflicts with Better Gunpowder Smoke mod or anything else?
Candyman 8 May, 2024 @ 2:31pm 
i though they fixed that officialy this patch?
Dragon32 6 May, 2024 @ 3:17am 
@XenosParadox
Ah, OK.
XenosParadox 5 May, 2024 @ 7:51pm 
@Dragon32 Not exactly, I was thinking about their basic missile attack, not the volley of kurnous. When the riders shoot with their bows they tend to shoot at one model of a multi-model unit like infantry. Other missile units in the game have a similar targeting preference like Pistoliers for the empire.
Dragon32 5 May, 2024 @ 5:24pm 
@XenosParadox
Scroll down to "Homing Projectile Refinement"
https://community.creative-assembly.com/total-war/total-war-warhammer/blogs/17-total-war-warhammer-iii-update-5-0-0
Isn't that what you mean about Hawk Riders?
XenosParadox 5 May, 2024 @ 11:36am 
Hey, this mod is great! Would it be possible to do something like this for other missile units? Like how Hawk Riders only target 1 model at a time in infantry units? Did you need to make changes to everyone individual cannon so a fix like this on a wide scale would be a chore to do? Or are they more wider used parameters?

I just started modding the game myself so I am very curious how this works. Thanks!
Hopit 3 May, 2024 @ 3:28am 
After resubbing a couple of times, I had to delete the mod myself from the workshop folder and redownload it for it to work
Austino  [author] 2 May, 2024 @ 1:21pm 
try resubbing then re-enabling it, it works for me
Seb 2 May, 2024 @ 12:53pm 
Enabled midgame, so maybe that's the issue, but the cannons still lose their grapeshot ability. It shows on their unit card, but it does not show up as a toggle in battle.

Only the grapeshot ability shows in the unit card as well, whereas before both the normal shot and the grapeshot would appear and you could toggle between them like with Elf Bolt Throwers.
Austino  [author] 2 May, 2024 @ 11:37am 
@SubRyan

It is possible, however central targeting was introduced primarily for artillery and thus most units
(including all the ones you listed) have the central targeting off by default.
SubRyan 2 May, 2024 @ 11:05am 
Would it be possible to turn this into a global targeting fix mod for other units besides artillery?

Quite a few units focus fire on a single enemy unit which ends up wasting a lot of ammunition. Examples include Marauder Horseman and Horsemasters, Skink Skirmishers, Skeleton Archer Chariots, Wolf Chariots, etc.
GRIMBUR IRONBRAID 2 May, 2024 @ 10:48am 
Excellent work fixing the grapeshot, thank you.
Austino  [author] 2 May, 2024 @ 10:24am 
Updated to fix grapeshot bug.

Apologies for the inconvenience.
Neil 30 Apr, 2024 @ 11:40am 
ty old dog
thought CA might have done being as they addressed magic missile performing silimilarly poory
Old Dogg 30 Apr, 2024 @ 11:06am 
To anyone who will wish to ask in the comments:
This mod still works, despite not having been updated for 5.0.
Amazing mod btw. Really wish CA would implement it into the base game.
Austino  [author] 2 Apr, 2024 @ 1:36pm 
@Dragonlord Tux

No