Total War: WARHAMMER III

Total War: WARHAMMER III

Show Charge Active
26 Comments
memeha 4 Jul @ 5:59pm 
this mod work now?
Espritviril`` 24 May @ 12:55am 
Amazing mod. Iove this. Thanks.
TraderPisces  [author] 25 Sep, 2024 @ 9:06am 
@灯影牛肉丝 Yes, exactly that. At first, I didn't implement a timer, but this was worse in my experience, because you had no indication at all of last entity charge bonus time remaining, so I put it in as a best effort case to at least be useful as an overall picture (that at least 1 entity within a unit (a unit consists of 1..n entities) still has it active and if so, how much time is left, hence why you sometimes see it keeping refreshed, say 13 to 9 sec, then going back to 13 (if another entity is charging), etc.). It's possible that other triggers are hardcoded differently within the c++ engine, but we've no access to it, so can only observe and derive careful conclusions from it. No problem and thank you and I hope you enjoy it!
灯影牛肉丝 23 Sep, 2024 @ 2:41pm 
@TraderPisces Oh, I get it. Thanks for your patience in replying. I forgot the charge bonus is on an entity basis, it's hard to be precisely reflected on a timer at the troop level, not to speak of game engine restriction. But It's still kinda confusing when an entity has a long charge time before getting into a melee attack, at which charge bonus is actually starting to decrease. There may be no better trigger time than now. btw, the VFX Is pretty useful and obvious
TraderPisces  [author] 23 Sep, 2024 @ 2:53am 
@灯影牛肉丝 I think I understand what you mean now, which goes back to my previous reply about generalisation of unit, where n entities are charging, then refresh timer, there is no control over this when modding, as the game engine decides when to fire this, which I think triggers for any entity in unit. That's why I added in the VFX, as this is correctly displayed on an entity level and easier to see on battlefield at certain position, whereas timer is on a unit level. Therefore, you should take a grain of salt of displayed timers which fire on an entity basis, it's only an indication that charge mechanic is active (hence check VFX which entities and tbh, you don't know if charge bonus is applied, because it can be blocked and there is no way of telling (only guessing at best)). I hope this explains it better. Soon I continue development of new battle UI, which displays dmg, but source of dmg, there is no cco property to derive from with modding atm.
灯影牛肉丝 22 Sep, 2024 @ 2:09pm 
@TraderPisces I mean the bonus is always full during the charge animation, and only decrease after most units complete their charge attack, which is about when the leadership bonus is gone. But now the timer starts to decrease at the beginning of the charge or the charge is active, not the end. It can not show the current bonus % correctly.
TraderPisces  [author] 22 Sep, 2024 @ 10:51am 
@灯影牛肉丝 You mean you want to have the reverse of time displayed, like in 0 to 13 vs 13 to 0? Afaik, that's not possible to mod (is handled within the game engine itself for all abilities). It's possible to remove the timer completely, if you wish (timer I use is hardcoded based on vanilla bonus time).
Keep in mind that I only use the timer to indicate to player how much bonus time (therefore current bonus %) is still left, so if you remove the timer, you'd have no idea about that (though, this is a generalisation of the unit, since a unit consists of n entities, not all of whom are charging at the same time or at all).

Tbh, the entire charge mechanic is kinda messy and therefore not well implemented. I wish they would rework how charging works with more modding functionalities (inc. showing property coefficients and adding in a cooldown before being able to charge again) and write a technical blog about it with real world examples, i.e. the 'focus' blog posts.
灯影牛肉丝 21 Sep, 2024 @ 12:35pm 
The start of the timer is about the same as the end of the charge leadership bonus.
灯影牛肉丝 21 Sep, 2024 @ 10:56am 
It seems the charge bonus starts a linear decay that lasts for 13 seconds after it comes into contact with an enemy and ends the charge, not starts at the beginning. So can it be fixed of display and duration of the charge buff?
TraderPisces  [author] 16 Sep, 2024 @ 11:13am 
@Barracuda Yeah, that's not possible, unfortunately. You can check if a certain entity within a unit has its weapon reloaded, but you cannot trigger the vfx for it (there are no functions for that available). But even if it worked, it's not enough to indicate when it's about to shoot, as it can be blocked, is not in alignment when tracking, etc.

@Guts It's not, works perfect for me. I've just tested it to verify. If you crash on startup, then it means you have other mod(s) installed that datacore CA files and are out of sync. This mod does not datacore, so it either will work (which is the case for all vanilla units) or not (because units are not recognised, because they are from other mods), but it certainly will not crash.
Barracuda 15 Sep, 2024 @ 3:52pm 
Would it be possible to get a version of this mod but for reloading of ranged weapons? Might not be possible but I never thought charging could be an icon so what do i know. Either way great job!
Guts 15 Sep, 2024 @ 9:50am 
Crashing on startup with this mod enabled.. It might be due to a mod interaction if this one's working.
TraderPisces  [author] 18 May, 2024 @ 3:24am 
@=[NK]= Col. Jack O'Neil Make sure you have updated the mod, I just updated this one and released my other mod. Currently editing the steam description and adding new screenshots, before making my other mod visible to the public.
TraderPisces  [author] 18 May, 2024 @ 3:23am 
@=[NK]= Col. Jack O'Neil No problem mate, scripting is not important for making a submod though. It's only wiring the other units to my ability, the rest is automatically handled with the other tables, script and ui, so it's actually very doable. If you have any trouble, please let me know! :)
=[NK]= Col. Jack O'Neil 18 May, 2024 @ 2:20am 
I don't know anything about scripts and lua. I can adapt and have a basic understanding of it, but can't create my own scripts.
TraderPisces  [author] 18 May, 2024 @ 1:41am 
@=[NK]= Col. Jack O'Neil No worries mate and good luck! Will update it later on though (max few hours I think, got things to do before that, still working on documentation), db is mostly identical, just updating script mainly by using custom ui, to get best performance possible, using less code and ditching lua script ui manipulation, which needed a poller to check when ui is created, so will be more efficient and code is easier to understand if you wish to use it in your mods, fixed typo in tooltip and updating to a high res charge icon.
=[NK]= Col. Jack O'Neil 18 May, 2024 @ 12:28am 
Thank you! ♥ Yeah I know how to do submods ♥ I just haven't touched modding for a few months so didn't look at your packfile. But thank you very much for taking the time to explain it anyway ♥
TraderPisces  [author] 17 May, 2024 @ 11:57pm 
@=[NK]= Col. Jack O'Neil Yes, but is very easy to do. Only thing you need to do is add SFO units + set my ability in a table within: db/land_units_to_unit_abilites_junctions_tables

Make sure you do not use the same table name as mine and sfo mod (load order does not matter, so you can name whatever you want, you are only adding, not editing). If you need help, please let me know.

If CA makes it possible to wire units to ability with script, I will implement that, so that it is compatible with other mods, but that's not possible (yet).
=[NK]= Col. Jack O'Neil 17 May, 2024 @ 5:19pm 
And thank you
=[NK]= Col. Jack O'Neil 17 May, 2024 @ 4:58pm 
Will it need a SFO submod?
TraderPisces  [author] 17 May, 2024 @ 1:29pm 
@Vaken Update is coming tomorrow, inc. new mod. Refactored most of the code, changed some db values and created custom ui, most of which is modular and can be reused for more mods to come, so ease of maintenance when needed. I've tested it out today, looks good, no errors, everything working as expected. Just wrapping up the documentation. Stay tuned for tomorrow's update and new release! :)
TraderPisces  [author] 9 May, 2024 @ 12:58am 
@Vaken Good suggestion, thanks and I'm glad you like it!
Will update it within a few days when I release a new patch and add the secondary descriptors at the top of the mod description instead. Coming patch will have a higher resolution charge icon (found the original source in higher def, two of them to be precise, so could make a diff in gimp and then enhance, looks better). Fixed a typo in tooltip (propertions -> propertions). Also refactoring code, to be more compatibility in case source changes. Now if they only added interface to assign abilities on the fly, I could make this mod compatible with every other mod that is adding/editing units, like SFO.
Vaken 8 May, 2024 @ 9:49pm 
Btw, you should prob change the title to something like "Show active charge" if you want more people to find this. Just a suggestion. Good mod :steamthumbsup:
Vaken 8 May, 2024 @ 9:47pm 
Praise Sigmar
TraderPisces  [author] 23 Apr, 2024 @ 4:51am 
@sigmars_disciple I hope you like it! It's not perfect, but gets the job done for me. I'd like to see it perfected, but it's not possible given that modders are limited to what CA has provided us.
sigmars_disciple 22 Apr, 2024 @ 8:57pm 
Have to try how this looks and feels, and how the "recycling" works/looks. but love the idea and kudos for successfully executing it <3