Total War: WARHAMMER III

Total War: WARHAMMER III

Run 'Em Down - Units Actually Damage Routing Units
176 Comments
Joe 9 Jul @ 1:41pm 
Got it, thanks!
Deeyourelf  [author] 9 Jul @ 2:15am 
First one, doesnt scale with unit size
Joe 8 Jul @ 9:32am 
Is this ability applied via the unit or via individual models? For instance, if a routing unit of 80 has gotten stuck in the middle of my 60 cavalry models, are we dealing 2 damage * 5 max entities = 10 damage per second or up to 60 * 2 * 5 = ~600 damage per second?
Ooh-la-la, It's GAGA!! 7 Jul @ 4:00am 
Even with this mod enemy just ignores the back damage, it's still very annoying.
The trouble is that there are very few animations in this game, units kill each other with air, not with sinc animations, including the cav. In shogun 2 you could kill whole routing armys with just 2 units of general cavalry, here it's just not possible.
Deeyourelf  [author] 28 Jun @ 8:43pm 
@HONK
Thats a little unfair to them, they do a ton of good work, this would be a messy and kinda strange solution to put into the game as a vanilla behaviour. The actual way would be making animations less jank, though I get thats hard too
Deeyourelf  [author] 28 Jun @ 8:41pm 
@OHM
So, no, this mod isnt causing it you are correct taht it's vanilla behaviour but also Im not sure that it's an issue. IIRC (and thats with a grain of salt because my brain has holes), when units are routing they ignore any movement speed penalties but lose all their defensive stats, most of those are reduced to zero. I guess to simulate them scrambling away and trying to escape at any costs

I'd say that's a good tradeoff, and kinda outside the scope of this mod even if I didn't, might take a look at it when I get the time but it would probably just be a seperate mod and not included in this one
HONK 27 Jun @ 6:13pm 
this is great, CA's developers apparently suck and can't do this. They should really just fire those schlubs and just hire modders cuz you guys do good work
OHM 26 Jun @ 2:59pm 
Hi bud, any chance you can make the shattered/routing units have less vigour ie: exhausted? They suddenly become fresh when they rout, but are exhausted/tired during a fight prior to routing.

Units chasing them down get so exhausted and the routing unit remains fresh.

I'm not saying that's your mod doing it. It might even be vanilla, but I was just hoping it may be something you can address.
sovereign 26 Jun @ 8:49am 
I think 6.2 broke the mod
Deeyourelf  [author] 17 Jun @ 7:49pm 
Presumably not? From what I saw in the changelogs it shouldnt be effected and should still work
I currently have warhammer 3 not on my PC atm and so arent able to check it for awhile, if I get reports about it not working then I'll do what I gotta to fix it
Arthek 17 Jun @ 1:01pm 
Hey there - Awesome mod first of all, does it need any updates to work with 6.2?
Super Cosmic Space Magnet 31 May @ 8:16am 
Excellent, thank you! I was wondering if it would just make zombies/grave guard get horribly murdered. Beautiful mod. :6face:
Deeyourelf  [author] 30 May @ 10:03pm 
I added an exclusion so it doesnt apply to undead or daemons (ty to the people that pointed it out).
It does unfortunately apply to constructs that are crumbling though, theres no way around that with the current tagging system in the files, so unofficially this accidentally debuffs constructs a bit cause it makes them die a little faster in melee.
Super Cosmic Space Magnet 30 May @ 8:07pm 
I love this so much, finally infantry breaking from combat feels meaningful!

How does this interact with undead units Crumbling?
Fiur 25 May @ 4:48pm 
This mod makes my Reiksguard's sportscars plowing through Zombies. I love it. xD Melting any unit they touch.

So does my Artilery when they get flanked by cheeky AI.
Deeyourelf  [author] 22 May @ 11:50am 
So the main problem with that is that I wanted to make this sort of supplemental, I only really wanted it to take place/be needed as sort of the last resort where you're either stuck or normal damage isnt working very well, then this helps keep it going. You can use rpfm to edit it to taste, but I probably wont be creating a buffed version of this
Doomnayer 22 May @ 2:37am 
Even better improvement if you multiply the damage and the max entity affected.
Nahkasetä 14 Apr @ 2:34pm 
@Zo_Confuzled seems to be working fine
Zo_Confuzled 8 Apr @ 10:41am 
Does anyone know how this works with SFO?
Dragon32 6 Apr @ 4:08am 
@Lemonist
Re-read the Description
Lemonist 5 Apr @ 11:29pm 
So this isnt modded unit compat? it just edits vanilla unit attributes?
Mumm-Ra 31 Mar @ 1:58pm 
I haven't played WH3 since Thrones. Brah, what the heck have they done LOL. Thank you for this mod. Completely kills any immersion without this. This is a must have mod now
A mossy rock 31 Mar @ 12:52pm 
Was playing a Throt campaign using skaven slaves and I think this mod made it ever so slightly harder lol. Being so easy to rout they were getting wrecked as they fled. I'm still gonna use it though because I don't think it's unfair at all. Routing units should be easier to kill.
Deeyourelf  [author] 29 Mar @ 7:19pm 
<3
RorschachInk 29 Mar @ 11:19am 
I just want say this is one of my favorite mods. Makes end of battles feel so much better, especially since I love cavalry and flying units
[-TWR-]Dragon 28 Mar @ 5:35pm 
Thank you! Awesome mod. Really feeling the difference when chasing down units.
Deeyourelf  [author] 28 Mar @ 5:34pm 
I dont think that would break anything, but fixed for if it does cause any issues
[-TWR-]Dragon 28 Mar @ 12:52pm 
This mod gets an error in RPFM: "Invalid reference "chasedown_ability" in column "ability".", is this a problem?
We're having some desync issues in MP, just wanna rule out this mod being a problem.
Aquila von Auckenburg 27 Mar @ 2:21am 
yeah I think there is an ongoing bug right now where if the mod's name has capital letters in it the game will crash. Don't worry about it since the devs are working on the hotfix :D
Deeyourelf  [author] 27 Mar @ 1:56am 
Updated to latest version
(didnt actually change anything, the mod worked fine, but thisll get rid of the outdated alert)
Aquila von Auckenburg 26 Mar @ 9:06pm 
update please :D
墨倾无垠 26 Mar @ 3:27am 
Does this still work perfectly?
Hellspawn 21 Mar @ 1:13am 
Will do, thanks. Should I look for something in particular in the units display with that other version?
Deeyourelf  [author] 20 Mar @ 11:59am 
Try using the test one in the description that shows when it is or isnt active
Hellspawn 20 Mar @ 4:45am 
I'm not sure if this is working since I don't see enemies dying when swarmed by cavalry, can anyone confirm?

I hate when the game just makes units "stop" randomly instead of chasing routing enemies... this has been resolved in WHII, but it is now representing here in WHIII for no reason. If this thing worked already in game there would not be need for mods to resolve it :\
King of Blades 10 Mar @ 11:40am 
@暗黑无敌暴龙王

If he's dueling, he's not routing. This only affects routing soldiers.
暗黑无敌暴龙王 10 Mar @ 12:11am 
@Dragon32
The enemy has only a general and no other soldiers. My soldiers have surrounded the general. The general is dueling with one of the soldiers, while the surrounding troops have not inflicted any harm on him.
Deeyourelf  [author] 9 Mar @ 7:26pm 
Ohhh thank you, I will try that. Kinda strange though, I wouldnt have though anything WOULD be overridden
MJD 9 Mar @ 12:47pm 
FYI if you add a ! at the start of the edited table name then it works for SFO. I think your table name comes after the SFO edited table alphabetically, so the SFO table overwrites your mod. I got it working in SFO this way.
Dragon32 8 Mar @ 2:23am 
@暗黑无敌暴龙王
Is the enemy unit broken or shattered?
暗黑无敌暴龙王 8 Mar @ 12:26am 
This mod isn't working; the enemy troops are surrounded but aren't taking damage.
MJD 4 Mar @ 7:14am 
Yeah it just doesn't work for some reason. I also tried the show attribute version and that didn't work either.
Deeyourelf  [author] 3 Mar @ 10:19pm 
@maverick91141 I maybe could, but honestly I'm kinda against releasing a bunch of submods tweaking it to whatever needs. (Not morally against, I'm just lazy and don't want to publish too many mods)
If you'd like to do it yourself, you will have to use the modding tool rpfm, there's guides on how to generally set it up. Open the .pack file, chasedownhidden.pack, then in rpfm open db, special_abilities_phases_tables, chasedown.
Scroll a little to the right, and you'll see "Damage amount" and then "Max Damaged Entities"

You'll probably have to do a lot of tweaking to get it exactly what you want for you, god knows I had to play around with the numbers a lot and I wasnt even 100% set on the numbers I chose, but I had fiddled with it for like a week straight of just wiggling the numbers up and down and figured I'd publish then or I never would
Let me know if you have any other questions or need some help, or shoot me a friend request if you need some more exact clarification
Deeyourelf  [author] 3 Mar @ 10:19pm 
@MJD How does it break? Does it just not apply? Try using the one where it shows the ability when active in the unit card to make sure that it's actually not working, and not just that the slower pace of SFO compared to vanilla makes it a bit harder to notice
Off the top of my head I don't THINK it'd break anything, but check that first
maverick91141 3 Mar @ 8:08pm 
Could you release a more powerful version; or where would I go in the files if I wanted to increase the incrimental damage from 1 to, say, 5?
MJD 3 Mar @ 1:39pm 
For some reason this doesn't work with SFO and I can't work out why. It works great in Vanilla. Any ideas?
Deeyourelf  [author] 1 Mar @ 5:04pm 
Yes, but only in campaign (it doesn't effect anything, vanilla or modded, in custom battles)
maverick91141 1 Mar @ 3:05pm 
Does this work for units added by mods and/or effect units added by mods when they're routing?
Madness-kun 26 Feb @ 11:40am 
"Sometimes I feel like this is applying to demons/undead, but might just be me being paranoid"
-> patch update
I see...
Deeyourelf  [author] 22 Feb @ 2:05pm 
I genuinely don't know why thatd be happening unless one of you doesn't have the mod updated or something, but I don't think it'd let you do that, all I did was add two lines to the part that gives limitations to it, to make it not applu to undead or daemons
I uploaded the old version of the mod down below