Total War: WARHAMMER III

Total War: WARHAMMER III

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Hold Position - Hold Ranged Units Stationary (6.1.X)
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Tunnisteet: mod
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1.094 MB
30.9.2022 klo 20.07
28.4. klo 19.05
12 muutosilmoitusta ( näytä )

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Hold Position - Hold Ranged Units Stationary (6.1.X)

Kuvaus
This mod adds a unit ability to all missile units including artillery, infantry, and ranged war machines which imbues the "can't move" attribute and a 100% movement speed reduction to force them to stay in place. The ability can be toggled on and off as much as you want. The ability is applied to all vanilla ranged units in custom battles (I may have missed some so please let me know if a unit is missing it. This will also apply to all ranged units including MODDED ranged units via an effect when in a campaign and should be compatible with any overhaul like SFO or Radious. Thanks to HKrul for the new icon artwork.

What this does is force ranged units to stay where they are and just fire. If a unit is given target to the left or right of their fire arc, the indvidual entities will instead pivot in place and fire immediately instead of the whole unit shuffling to face their target. If you give a fire order but the unit does not have line of sight to that target, the unit will just not fire instead of walking forward out of position until it finds line of sight. If a target is outside their firing range, you will not be able to give the fire order at all.

Likewise for artillery If an artillery unit has its target move out of its firing arc, each engine will pivot in place to acquire the target instead of the whole unit rolling their guns to square up again. Artillery pieces should no longer wiggle incessantly getting positioned.


This is save game compatible to add but NOT to remove because of the effects to apply to modded units, so try in custom battles first.


Credits to 9999999999 for both the original idea and the outline for this mod.
172 kommenttia
wrought82 9.7. klo 10.07 
More precisely, could this be altered into a passive ability that reduces move to 0 the way the stance does for 5 seconds after firing unless the stance is active or unit has fire While moving/360. Slight benefit to player making it easier to use, but mostly it might enable Ai to use ranged units that cant be made to run with a single unit. Could maybe be a separate mod that only affects Ai? If its not something youd be interested in im still curious if you think its possible?
叁柏 9.7. klo 7.42 
Okay, thank you for your explanation. The issue of ranged units moving forward is really a very annoying problem. May I ask if you have enabled any other mods to improve the ranged units?
Snek  [tekijä] 9.7. klo 7.20 
Yeah, that was introduced in 5.0 I think it's a game engine forced minimum speed to allow single entities to turn. Nothing I can do about that unless CA lets me into their game code.

Also, the issue with some artillery engines creeping forward is an animation issue. The animations for firing for some units don't return the unit back to the 0,0,0 starting point of the animations. That is more fixable with animation tools, but outside the scope of this mod and not something I'll probably ever be able to prioritize.
叁柏 24.6. klo 1.35 
I've encountered a strange problem: when I open the skill button, there are still 1 - 2 points of speed remaining, preventing the troops from coming to a complete stop.
Dragon32 21.6. klo 17.49 
@bombardino crocodilo
Snek posted on another mod of theirs: "Still feeling completely burnt out on Warhammer.", so don't expect too much too soon
bombardino crocodilo 21.6. klo 13.50 
Any news on a update?
wrought82 6.6. klo 0.17 
Any way to force AI to use this on certain units? Or are skirmish units already excluded - if so can this be forced on AI - with no deactivate in melee?
csmnstoica 28.4. klo 1.08 
Just to reiterate - please remove "deactivate hold when in melee"
One flying unit gets into your backline and there is chaos now compared to before. Plus you have to reorganize and re-hold units. It kind of diffeats the purpose of the mod.

Additionally, could you display an icon or anything on an unit to let us know if the unit is on HOLD or not.
csmnstoica 14.4. klo 3.39 
Please remove the "deactivate hold when in melee" flag.
I have to constantly recheck if hold is activated which is a major PITA. Its not helpfull at all, especially when using groups
If people like it - maybe you can make a MCT option to enable it.

As it is now its just chaos with it.
Shaft Ten 10.4. klo 9.27 
I have just started to use the mod some days ago. So i don't have a lot of cases. But a classic one is that i command a set of handgunners (and their derivation, about 6) to fire at a giant. As the giant is huge and there are no other units at the front of the handgunners, i do suspect that they could finish the giant. But instead i see the giant rushed into them almost without any damage received. I redo the same battle, and tried different strategies. I think it has something to do with the angle. Seems like if the unit has to turn to fire, then sometimes they don't fire at all until i change subject or turn the ability off. I am not sure why, maybe it is just because CA doesn't give much calculation resource to fire units, which players always complain because their fire units don't fire.