全面战争:战锤3

全面战争:战锤3

1,580 个评价
Just Good Babysitter
64
20
4
13
8
13
11
4
2
4
4
3
3
2
   
奖励
收藏
已收藏
取消收藏
battle
标签: mod
文件大小
发表于
更新日期
42.277 KB
2023 年 11 月 13 日 下午 12:49
6 月 18 日 上午 9:57
38 项改动说明 ( 查看 )

订阅以下载
Just Good Babysitter

描述
6.1+ compatible

Have you ever felt yourself more a baby tender than a commander because your units stop doing what they were doing and go smoking every 5 seconds for CA knows what reason? If yes - this mod is for you.

It helps your units with one simple thing - following orders
If one was ordered to attack, the unit will continue to attack until there is no one to attack.
If one was ordered to stay - he will stay

- automatically attack nearby targets from idle mode if last command from player was to attack
- will not attack if guard mode is enabled

there is also a bit of logic implemented
- units prefer to attack same target as before they gone idle unless it is shattered
- ranged units will attack same target if its in their range
- active units preferred over routing or shattered ones
- routing ones preferred over shattered
- new: units attacking shattered targets will change to another target if there is more than 4 active enemy units left and current target is not a character

if you see any inconsistencies or something can be improved - let me know, but basic purpose of the mod - to handle idle states giving you time for more important decisions

The is few MCT (Mod Configuration Tool) options, so check it out! To persist changes should be made in campaign

How to do basic debug
1. Get the 'Script Debug Activator' mod
2. Enable debug mode in MCT settings of a mod
3. Reproduce the problem, look for the log files in WH3 rood directory
4. See if logs contains any "SCRIPT ERROR" lines

Update 09/02/2025
Weights system added, helping better decide which target should unit attack from idle state
- Units should prefer closer enemies, or those over which they have a speed advantage
- Now they should split between enemies more evenly
- Units got a chance to change target that is shattered and have higher speed

Mods compatibility
- Compatible with AI General 3

Just Good UI Mod
Just Good Battle UI

[paypal.me]
[www.patreon.com]
热门讨论 查看全部(4)
17
8 月 19 日 下午 1:25
Change target function for routing/shattered units with higher speed
DeaDBreaD
13
2024 年 1 月 3 日 上午 5:55
Fixed: Mods that confuse[d] JGB
paperpancake
1
2024 年 11 月 28 日 上午 4:57
About technical details
shadow_sc
513 条留言
LikeABith 10 月 14 日 下午 3:59 
No I always make sure to check that off. I probably have some other mod incompatibility
Deo  [作者] 10 月 13 日 下午 10:30 
hi, may be you have guard mode enabled?
LikeABith 10 月 13 日 下午 6:23 
Anybody else struggling to get this mod to work lately? My units just sit there and take missile fire without doing anything
Blenkor 10 月 8 日 上午 8:35 
thanks, maybe you should put this on the page, so fools like me dont waste your time
Deo  [作者] 10 月 8 日 上午 7:47 
Hi, it should be compatible, this mod has a check for units controlled by AI General 3
Blenkor 10 月 8 日 上午 4:35 
does anyone know whats the compatability between this and AI General 3 or other paperpancakes mod
𝐖𝐑𝐄𝐓𝐂𝐇𝐄𝐃 9 月 24 日 下午 4:26 
I need you back, baby :praisesun:
AxeSquadron 9 月 11 日 上午 3:08 
It was working well for a bit, but then after the 6,3 update my units have been acting strangely. Especialy my flyers, war beasts, missle cavs, and just about any unit I wanna keep distant. They also have a tendency to just stand still. However recently my Chaos Dwarf Hobgoblin Wolf Archers run in a B line and I cant give them orders after they start their running animation, they also tend to abandon my orders when it comes to running away from safety. Additionally all of my units wither dont attack seige structures or simply stop midway and then walk randomly.

6.3 has been a rough time with my mods lol
NEST-7 9 月 9 日 下午 4:49 
In those massively outnumbered battles, I love holding my cavalry back so they can pull off those clutch charges to turn the tide. Every time I send them charging to wipe out the AI's front line, I try to pull them back to their holding spot before the next wave shows up—you know, to keep them from chasing stragglers right into the enemy's main force. But lately, it’s like they’ve got a mind of their own—the moment I call them back, they yeet themselves into the next blob of enemies like they’re on a suicide mission.
Deo  [作者] 9 月 9 日 上午 11:25 
the problem with Gyrocopters and other ranged units - when they go in melee on ammo depletion - it is basic vanilla behavior
there is few problems here to solve it
- hard to determine if unit should or should not go in melee on ammo depletion, because it may be a skirmisher and player intention for it is to go to melee at the end
- the mod currently does not have logic to cancel player command or stop units, it only solves idle state
as a workaround you may avoid giving attack commands to ranged units, just reposition them to the right place and leave in fire-at-will state. Personally I play in this way