Total War: WARHAMMER II

Total War: WARHAMMER II

Attack Move and Counter Charge (WH2)
 This topic has been pinned, so it's probably important
paperpancake  [developer] 10 Aug, 2020 @ 3:58pm
How do I use the configuration options?
This mod should work without you doing anything with configuration. However, you can customize a lot of variables between battles using either MCT or a text file.

Advantages of MCT: See and update your options from within the game. Keep options for all your mods in one place. Easier to see what the allowed settings are.

Advantages of the text file below: Doesn't require another mod. It's also nice to have an alternative way to configure this mod in case a game update temporarily breaks MCT or something.


If you want to use the text file for configuration, use the steps below.

(These steps are the same as for my other mods.)

  1. On your computer, go to the folder wher your game is installed (the main folder, not the data folder). This will vary based on where you installed the game and what kind of computer you have, but a common place for it is
    C:\Program Files (x86)\Steam\steamapps\common\Total War WARHAMMER II
  2. Add a new folder called mod_config (if you haven't already for another mod). If you don't create this folder, this mod will just use default values and not read or write any config files.
  3. You now need to create the config file. Choose the way to create it that you think is easiest:
    • In the mod_config folder, create a new text file called attack_move_config.txt. Copy and paste the default file contents into your new file. You can find the default file contents in the next post.

    • - OR - With this mod enabled, start TW Warhammer II. Once you're at the main menu, minimize or exit the game. You'll now see a new file called attack_move_config.txt in the mod_config folder that you created for step #2. Open that text file.
  4. In your new text file you will see examples and default values that you can change and save.

Notes:
- This mod reads this file during the battle loading screen, so any changes you save to the config file will be used in the next battle you play. No need to restart the whole game to see your changes.
- This config file is a way that you can customize the mod without having to redo your work every time the mod updates.
Last edited by paperpancake; 23 Jul, 2021 @ 6:20pm
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Showing 1-2 of 2 comments
paperpancake  [developer] 10 Aug, 2020 @ 4:00pm 
-- Here is what is in the configuration file by default.
-- Read this and make changes if you want to customize how this mod works.

-- Anything that starts with a -- is a comment.
-- Comments are just notes to yourself. They don't do anything.
-- You can add, change, or delete comments all you'd like.
-- I put my comments above or on the line they refer to.

----------------------------------------------------------------------------------------------
-- This option allows you to change this mod's primary hotkeys or get rid of them altogether
-- You probably don't need to edit this unless you need it for another mod or you need
-- a lot of camera bookmark hotkeys and wish this mod didn't use so many.
-- Set these to true to use the hotkey in the mod's description ("Save Camera Bookmark 12")
-- Set this to false to not use the hotkey at all
-- Or you can set this to one of the allowed modding hotkeys (F2 to F4) like "script_shift_F2"

hotkey_for_attack_move_lock = true

----------------------------------------------------------------------------------------------
-- Do you want this mod to add a button to the bottom bar?
-- Use "right", "left", or false

add_button_for_attack_move_lock = "right"

----------------------------------------------------------------------------------------------
-- Do you want an icon above the unit when the attack-move lock is on?
-- "yes" - Use an icon when on
-- "with other indicators" - Only use an icon if you are showing other unit indicators
-- like threat, health bars, or unit type icons.
-- Depending on your spacebar menu settings, this can allow you to
-- hide it unless you hold the spacebar.
-- "no" - never use an icon above the unit

show_icon_above_attack_move_unit = "always"

----------------------------------------------------------------------------------------------
-- This mod needs to disable unit responses (like "Moving out!", "Right away!", etc) when a unit
-- is attack moving, because this mod re-issues orders frequently.
-- "if needed" - Leave unit responses on most of the time, and
-- only mute them when a unit is given an attack-move.
-- This will cause unit responses to be turned on and off as needed during the battle.
-- "always" - Always turn unit responses off. This gives you a more consistent experience, but
-- it means that you won't hear the unit responses even if you aren't attack-moving
-- at the moment.

turn_off_unit_responses = "if needed"

----------------------------------------------------------------------------------------------
-- About how close should an enemy be to your melee units before your unit gets an attack order?
-- (The effective distance between units can get modified for this mod in specific situations;
-- see the other options below.)

redirect_radius = 64

----------------------------------------------------------------------------------------------
-- This controls how often this mod checks for nearby targets and updates orders for units
-- under its control

seconds_between_attack_move_checks = 0.7

----------------------------------------------------------------------------------------------
-- Should attack-moving units consider routing and/or shattered enemies to be
-- valid targets before victory is declared? (Once victory is declared, all enemies are shattered, so
-- this mod assumes they can be targets at that point. See also mode_after_victory).

can_target_routing_enemies = true
can_target_shattered_enemies = false

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-- When victory is first declared, what do you want your units with attack-move locks to do?
-- Set this to one of the following (using quotes):
-- "keep" will keep your attack move locks (your units will target nearby shattered units)
-- "unlock but proceed" will unlock all units but allow them to proceed with whatever they are doing
-- (which might be an attack or move order)
-- "report and unlock" will order any locked units to stop attacking and go to their locked location,
-- and then this mod will unlock them. They will stand there waiting your orders
--
-- Note that this setting only affects what happens when victory is *first* declared. Friendly units that
-- rally or stop rampaging on victory might or might not be included. After victory, you
-- still have the option to unlock units yourself or to give new attack move orders that will
-- target shattered units.

mode_after_victory = "keep"

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-- When your attack-moving unit gets into melee, the attack move is either suspended or canceled
-- Once the melee is finished, should the attack move be automatically resumed?

resume_attack_move_after_combat = true

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-- When your attack-moving unit starts to flee, the attack move is either suspended or canceled
-- If that unit rallies, should the attack move be automatically resumed?

resume_attack_move_once_rallied = false

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-- !!!WARNING!!!: This option is experimental and certainly not polished. Giving attack-move orders
-- during siege battles might cause strange behavior when your units are on or
-- within the redirect_radius distance of a wall, especially for units that
-- can't climb walls, like cavalry.

enable_during_siege_battles = false

----------------------------------------------------------------------------------------------
-- These settings allow your units to prioritize enemies they are directly facing (to hopefully
-- reduce clumping and make things more intuitive). Enemies at an angle are gradually considered further away.
-- For multiplicative adjustments, 1 results in no adjustment
-- For additive adjustments, 0 results in no adjustment

angle_for_max_bearing_adjustment = 45
max_mult_adjust_for_bearing = 1.4
max_add_adjust_for_bearing = 10

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-- These settings allow your units to prioritize enemies that are on the way to their ordered position.
-- Targets at an angle are gradually considered further away.
-- For multiplicative adjustments, 1 results in no adjustment
-- For additive adjustments, 0 results in no adjustment

angle_for_max_desired_direction_adjustment = 90
max_mult_adjust_for_desired_direction = 1.3
max_add_adjust_for_desired_direction = 0

----------------------------------------------------------------------------------------------
-- These settings allow your units in the air to prefer attacking enemy units in the air
-- by using negatives for the additive adjustment and/or a value less than 1 for the multiplicative
-- For multiplicative adjustments, 1 results in no adjustment
-- For additive adjustments, 0 results in no adjustment

mult_adjust_for_two_flying = 1
add_adjust_for_two_flying = -20

----------------------------------------------------------------------------------------------
-- These settings allow your ranged units to prefer attacking enemy units in the air
-- by using negatives for the additive adjustment and/or a value less than 1 for the multiplicative
-- This adjustment will only be made if the enemy flier is not in currently in melee.
-- For multiplicative adjustments, 1 results in no adjustment
-- For additive adjustments, 0 results in no adjustment

mult_adjust_ranged_vs_flying = 1
add_adjust_ranged_vs_flying = -20

----------------------------------------------------------------------------------------------
-- This modifies the redirect_radius when chasing.
-- I highly recommend that there is at least some amount of chasing adjust
-- Set this higher if you want to allow your units to chase enemies further
-- (For example, setting this to 2 will allow units to chase enemies until they are twice as far away)

mult_chasing_adjust = 1.1
add_chasing_adjust = 5

----------------------------------------------------------------------------------------------
-- Attack-moving ranged units will target the closest enemy unit, but you can modify how this mod
-- perceives the effective distance of enemies that are in melee so they are prioritized less.
-- This lowers the chance of friendly fire, but those enemies could still be considered valid targets
-- eventually unless you set allow_range_to_target_melee to false

allow_ranged_to_target_melee = true
mult_adjust_ranged_if_target_in_melee = 1.1
add_adjust_ranged_if_target_in_melee = 50

----------------------------------------------------------------------------------------------
-- When your unit finishes a melee engagement, how many seconds should it wait before charging
-- another enemy or returning to its post? You can increase this if you want units to rest a bit.
-- Setting this too low (lower than maybe 1.2 or so?) might result in your units sometimes
-- switching targets during battle if there are multiple nearby enemy units.

seconds_buffer_after_melee_ends = 1.4

----------------------------------------------------------------------------------------------
-- This position tolerance is large because the game's ordered_positions for cavalry
-- refer to the front of the unit whereas their position vector refers to the center
-- The bearing tolerance is in degrees.

tolerance_for_arrived_at_position = 30
tolerance_for_arrived_at_bearing = 10
Last edited by paperpancake; 23 Jul, 2021 @ 6:21pm
paperpancake  [developer] 10 Aug, 2020 @ 4:02pm 
-- [Reserved for future use]
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