全面战争:战锤3

全面战争:战锤3

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Collision attacks for Monster & Monstrous units
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2024 年 11 月 15 日 上午 4:09
9 月 2 日 上午 10:14
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Collision attacks for Monster & Monstrous units

在 SubRyan 的 1 个合集中
SubRyan's mods
11 件物品
描述
Enables collision attacks for those Monster (character, unit, & mount) and Monstrous (beast, cavalry, character, infantry, & mount) units that Creative Assembly have not touched yet. This change should allow units with wonky attack animations to do damage much more consistently

The rule of thumb I used was for every 100 Weapon Strength : 1 unit model added to Collision Attack Max Targets : 1 second added to Collision Attack Max Targets Cooldown




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2024 年 11 月 15 日 上午 5:40
Mod compatibility / submods
SubRyan
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2024 年 11 月 15 日 上午 5:39
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SubRyan
28 条留言
SubRyan  [作者] 4 月 10 日 下午 2:12 
I have updated the mod to give collision attacks to Bloodcrushers and Skullcrushers

Cold Ones and Horned Ones are classified as War Beasts in the army books
teo-lost2 3 月 27 日 下午 12:15 
@SubRyan
The Bloodcrushers, Skullcrushers, Cold Ones and Horned ones don't have collision attacks enabled despite being monsters or monstrous units.
SubRyan  [作者] 1 月 2 日 上午 3:33 
I included everything that is a Monster or Monstrous unit. Pegasi and Dark Pegasi are classifed as Monstrous Beasts in the army books
Echo 1 月 2 日 上午 3:05 
So... if you intend for this mod to apply to "units with wonky attack animations" according to the description, why are there so many units included? It seems to me far too many at a glance. I mean, horses and pegasi for one shouldn't have the mass for collision attacks.
Antagonistes 2024 年 12 月 16 日 下午 4:04 
Thanks for the explanation.
SubRyan  [作者] 2024 年 12 月 15 日 上午 3:29 
Splash attacks on the other hand will do splash damages against units up to the designated size limit selected for that melee_weapon key if splash attacks are enabled. Splash attacks are also limited by whatever entity limit said melee_weapon key is assigned. High priority targets will receive focused damage
SubRyan  [作者] 2024 年 12 月 15 日 上午 3:29 
Second half of collision attack explanation

That's a baked in benefit of collision attacks since they were designed for chariots who compensate for the very small number of models with the ability to attack significantly faster than most units which occurs roughly once per 5 seconds. Big monsters with very long attack animations need help in a similar way. Another benefit is bad animations which were losing damage by either knocking infantry out of the attack zone before the attack completed, or just targeting infantry who were isolated and wasting a significant amount of damage. The Dread Saurian was losing about half its WS to this bug before collision attacks were added which is part of the big performance gain it has seen."
SubRyan  [作者] 2024 年 12 月 15 日 上午 3:28 
Explanation from reddit

"So collision attacks function fairly similar to splash attacks by dividing WS (Dread Saurian has 8 targets for it's collision attack). Collision attacks apply once per second up to their max targets so long animations can apply additional damage (this is balanced out by the hits requiring an attack roll so high MD provides a benefit). Finally if a unit collides with more than it's max targets in a second, 8 for the saurian, the remaining units are hit with impact damage which is a physics based system that maxes out at 70 damage. So on a long enough charge against infantry with a low enough health (or infantry that are missing health) a monster with collision attacks can kill a large number of infantry due to functionally attacking multiple times.
SubRyan  [作者] 2024 年 12 月 15 日 上午 3:27 
No but the values for splash attacks and collision attacks are found in the same primary_melee_weapon key that units use for melee.
Aelfric 2024 年 12 月 15 日 上午 3:15 
@Antagonistes

No, collision is initial engagement with units, splash happens on each melee swing.