Total War: WARHAMMER III

Total War: WARHAMMER III

Supreme Charges
38 Comments
Devixian-Firehawk 23 Jul @ 3:46pm 
Mods currently kinda fucked. All charges are way over-performing and I double checked, it is this mod causing it, only happens in testing with this mod enabled.
When a pack of wolves can beat braced tzar guard, thats a problem. When tier 2 slaneesh cavalry can beat braced phoenix guard, thats not okay.
Lil125 (not muted) 16 Jun @ 2:59am 
Unfortunately crashes when used with sfo :(
Aaron 11 May @ 10:54am 
@Revelations That sounds like enhanced cavalry charge doing that. Cav are insanely strong and can bulldoze units (both yours and the enemy)
Aaron 11 May @ 10:52am 
Runs great with my load order, it works quite well with enhanced cavalry charge.
PlatinumDRV 1 May @ 11:30am 
Still making the game to crash
PIXY_UNICORN 2 Apr @ 6:38am 
I think CA have hotfixed the issue now
Hiysta  [author] 1 Apr @ 10:38am 
Good''ol CA. Ill try and get a fix out this week.
PIXY_UNICORN 27 Mar @ 1:08am 
Sadly this mod has packfile's titled with Uppercase letters.
CA announced that this means it will crash until they become lower case.
Anychance for a fix?
Veoler 22 Mar @ 1:56pm 
It's a very cool mod, the first infantry encounter looks really cool, respect. But damn, for some reason it will cancel the effect of the extended firing range of the Increased Firing Ark mod. I checked by disabling all other mods, regardless of the download order. Is there any way to fix this?
PIXY_UNICORN 18 Mar @ 10:39am 
Does this work with "Less irritating charge"?
Tortilla 9 Mar @ 6:19am 
btw did u the one that made scaling mod unit in tw2?
Holy Sock 24 Feb @ 11:45am 
Yes - Selection markers look a lot better now. Thanks!
Revelations 24 Feb @ 9:16am 
I don't know if I'm having a weird interaction with another mod while using this one but knights of the realm delete units that are bracing. Most cav aside from them even do like 80% hp damage vs bracing anti large.
PlatinumDRV 21 Feb @ 8:31am 
Can't wait for SFO submod, keep it up the good work !
Hiysta  [author] 18 Feb @ 7:00am 
@LemurKing. From what I can see during testing, only a selected amount of troops engage in combat during the charging phase. I know there is another value to adjust this cap but it doesn't seem to make any difference.

The reason I've reduced picking a target is to reduce the time it has to calculate during the initial impact. Almost trying to create a response that is too late. With that, you get the odd maverick soldier or entity missing a target and squeezing though. It's not perfect but I'm still tweaking.
PIXY_UNICORN 17 Feb @ 8:35am 
@Hiysta Thank you so much for fixing the selection markers! Fantastic mod!
LemurKing 15 Feb @ 8:25pm 
Eager to try this out, can you explain the part where you say "The distance to pick a target has been reduced so you'll see some men break through and cause a little panic"? I would have assumed a distance would have had to have been increased so that troops would target entities deeper in the formation.
Hiysta  [author] 15 Feb @ 2:10pm 
Appreciate the feedback all, thank you. It's been 5 years since I touched modding so I'm a little rusty. But.. I believe I fixed the selection markers. Let us know.

I've also added a few small settings in another table to adjust impacts but I'm still testing that. Nothing drastic should of changed though, so don't worry.

As for SFO units, I'll look into making a sub mod due to the mass discrepancies.
Fire™ 15 Feb @ 11:11am 
The issue with dragging formations only really seems to happen to infantry/ranged infantry, and for me is honestly not an issue since its still relatively easy to see what your formation looks like by viewing what the back of the unit looks like (I.e. if the last column is short half the men, a quarter, a couple, or its a flat perfect column) It's a litte more annoying on Foot heros/lords however. As a side note the actual charge changes feel amazing, shock cavalry feel devastating if used right, infantry will actually try to full charge into enemy lines rather than giving them a lil smooch, and fleeing infantry will get ripped to shreds by pursuing forces (as they should)
A Masked Fellow 15 Feb @ 10:17am 
@Holy Sock This is something that I've noticed as well and it also makes it a bit harder to see where exactly units will be placed so I hope this is something that gets patched soon.
Axios2002 15 Feb @ 9:10am 
Will this conflict with no more irritating charge?
rocker 15 Feb @ 9:05am 
Great mod
TheLoneCenturion 15 Feb @ 8:04am 
@Extradaemon That's super weird to be stuck on lol, like why even worry about that as it does nothing negative to the mod.

If that bothers you then its going to get CONSIDERABLY WORSE as time goes on.....
Extradaemon 15 Feb @ 6:38am 
@Khornelia It can be the best mod ever but the moment I see a tacky AI thumbnail it's an instant disregard
Holy Sock 14 Feb @ 4:45am 
When dragging unit formations with RMB they are noticeably tighter which I think is this mod and is good, but they also seem much larger and brighter than before. Not a deal breaker but a bit distracting.
A Masked Fellow 13 Feb @ 1:23pm 
@Khornelia Yeah I kinda agree that ai thumbnails suck lmao. The mod looks pretty good tho.
kancer 13 Feb @ 10:48am 
your battle screenshots look rly good. are u using any lighting mods?
Khornelia 12 Feb @ 8:24pm 
wow, that's one awful thumbnail
Fire™ 12 Feb @ 12:23pm 
This mod plus the banner that gives you 200% acceleration/deceleration speed turns cavalry into one-inch death punchers against non-braced unarmored infantry, the Gor herds fear my Reiksguard knights-
PIXY_UNICORN 12 Feb @ 10:28am 
@Hiysta Hmmm it seems to have made my markers massive and overlapping.
LimeUser 12 Feb @ 9:54am 
Instructions clear, Grail knights broke the sound barrier
Zach 12 Feb @ 7:16am 
I looked it over via rpfm compared to some SFO values, I like that you included added sfo units but sfo also makes changes to vanilla units like mass for vargheists, would need an actual SFO submod to be fully compatible with SFO if im not mistaken

Could you make one? Def would like to give it a go with my group. Charges just aren't worth the dedicated micro in vanilla, even sfo, in my opinion
leezikzik 12 Feb @ 4:24am 
bestt
Born to Weh 12 Feb @ 12:15am 
I have a feeling I already know the answer, but I may as well ask. I'm running a mod that halves the size of units of warriors of chaos/chosen while adjusting the size to keep them relatively the same effects wise, just for a more elite feel. Given how much stuff is being edited already, I'm going out on a guess it won't exactly be compatible.
Aaron 11 Feb @ 6:41pm 
I've tested with Beastmen and Empire troops. Charges felt far more visceral than vanilla and troops were able to chase and destroy the unit after breaking fairly quickly. Honestly surprised at how much better the extended charge range and speed feel, makes vanilla look off.

Cavalry seems to not knock people about as much until units rout however with the mod that deals damage when units retreat, they really complement eachother and makes the knocking units the same as vanilla.

Demigryphs literally tear gore herds apart, top tier mod mate. I fear you may have ruined vanilla charges for me.
Hiysta  [author] 11 Feb @ 1:22am 
It will adjust the markers slightly as the radios of the units is slightly tweaked
PIXY_UNICORN 11 Feb @ 12:42am 
Is mod intended to edit the unit selection markers?
Or is that a side effect of the changes?
௵Pailerr The DCS 10 Feb @ 5:30pm 
cool, remind me of "Hard Rush" Mod, subbed.