Total War: WARHAMMER III

Total War: WARHAMMER III

Attack Move and Countercharge (WH3)
 This topic has been pinned, so it's probably important
paperpancake  [developer] 18 Mar, 2023 @ 12:00pm
Optional Configuration
If you wish, some additional options are available if you use MCT (either new MCT or legacy MCT) or a configuration text file.

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

Advantages of MCT: You can see and update your options from within the game. You now can even update some options during the battle. MCT keeps options for all your mods in one place. It's easier to see what the allowed settings are.

I only know English, but others have posted these translation submods for the hotkey and the MCT configuration options. Thanks!
CN 汉化

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

  1. On your computer, go to the folder where the game's .exe file is installed (but don't go into the data folder). For example, it might be in C:\Program Files (x86)\Steam\steamapps\common\Total War WARHAMMER III

  2. In that Total War WARHAMMER III folder, create a new folder (if you don't already have it) named mod_config

  3. Start the game like normal. (Don't use the .exe file directly, or you might bypass your mod manager.)

  4. Once you're at the main menu, minimize or exit the game

  5. In the mod_config folder you created, there should now be a new file called aigeneral_config.txt. Open that file.

  6. Edit any settings, following the directions in the file.

  7. Save the file.

  8. Your new settings apply in your next battle, not any current battle. (You can edit these settings any time except when a battle is loading.)
Last edited by paperpancake; 24 Mar, 2023 @ 12:22pm
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Showing 1-2 of 2 comments
paperpancake  [developer] 18 Mar, 2023 @ 12:02pm 
--For those curious, this is what is in the config file by default:

-- 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

----------------------------------------------------------------------------------------------
-- 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"

----------------------------------------------------------------------------------------------
-- 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 = true

----------------------------------------------------------------------------------------------
-- Do you want to hide a unit's idle icon (Zzz) when it has countercharge turned on?
-- This does not affect the "Next Idle" hotkey. Units with countercharge will still be
-- considered idle. This only hides the icon.

not_idle_when_countercharge_is_on = false

----------------------------------------------------------------------------------------------
-- 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 = true

----------------------------------------------------------------------------------------------
-- 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 = 1.8

----------------------------------------------------------------------------------------------
-- 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

----------------------------------------------------------------------------------------------
-- These settings allow your units to prioritize enemies they are directly facing (to hopefully
-- reduce clumping and make behavior 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

----------------------------------------------------------------------------------------------
-- 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
paperpancake  [developer] 30 Mar, 2023 @ 12:35pm 
----------------------------------------------------------------------------------------------
-- ******* New for 2023-03-28 *********
----------------------------------------------------------------------------------------------
-- Once your unit reaches its destination, what should happen to the order lock?
-- Set this to false if the unit's attack-move order should become a countercharge order
-- Set this to true if the attack-move order should be unlocked once it is also idle
-- Set this to "asap" if the unit should be unlocked once it is within the
-- tolerance for arriving at its destination, even if it is not idle.
-- Set this to "always" if you NEVER want to use countercharge orders and ONLY want to allow
-- attack-move orders. They will automatically unlock once the unit has arrived and is idle.
-- Set this to "asap always" if you want both "always" and "asap" to apply.

unlock_once_arrived = false

----------------------------------------------------------------------------------------------
-- 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

----------------------------------------------------------------------------------------------
-- 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 = 1.2
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
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