Total War: WARHAMMER III

Total War: WARHAMMER III

Just Good Babysitter
557 comentarios
DephtCore hace 4 horas 
I wanted to try a mod but it seems that most of the ranged units dont work because they dont shoot at all, one comment somewhere else said this mod might help but sadly didnt :/ Sorry if I ask here but does someone has any idea about that? (its not the Fire at will thing I think, even if I tell them to shoot manually they do not do at all while the tooltip of them tells me they are firing at the moment even so they just stand idle)
CaoLex hace 13 horas 
It's actually pretty annoying to play the battle with giant red cross or not using summons in battle. Because some mods actually want you to have Context Viewer enabled.
Deo  [autor] hace 23 horas 
hey, I know about issue, it can't be fixed alas
happens for some summoned units first time you order them a command
it does not break anything, so just ignore it
Wrabble127 8 DIC a las 15:55 
stack trace from script_log:

stack traceback:
[string "script\_lib\lib_battle_manager.lua"]:186: in function 'script_error'
[string "script\_lib\lib_battle_script_unit.lua"]:166: in function <[string "script\_lib\lib_battle_script_unit.lua"]:151>
(tail call): ?
[string "script\battle\mod\jg77_babysitter.lua"]:424: in function 'func'
[string "script\battle\mod\_jg77_babysitter_common.lua"]:49: in function 'loop'
[string "script\battle\mod\jg77_babysitter.lua"]:422: in function 'func'
[string "script\battle\mod\_jg77_babysitter_common.lua"]:49: in function 'loop'
[string "script\battle\mod\jg77_babysitter.lua"]:414: in function <[string "script\battle\mod\jg77_babysitter.lua"]:373>
[C]: in function 'pcall'
[string "script\battle\mod\_jg77_babysitter_common.lua"]:59: in function 'callback'
[string "script\_lib\lib_timer_manager.lua"]:348: in function 'callback'
[string "script\_lib\lib_timer_manager.lua"]:279: in function <[string "script\_lib\lib_timer_manager.lua"]:268>
Wrabble127 8 DIC a las 15:54 
This mod is throwing script errors when using the dread maw, specifically when the dread maw comes out of the ground. Guessing from the error it's related to the emerging dread maw being considered a new unit.
From the script_log file:
script_unit:new() called but no existing scriptunit could be found for unit [battle.unit (000000009CDFCED0)] with supplied reference [nil] with army index [1] and alliance index [1], and we're not in construction. Creating one, but this should be investigated
pmanfung 5 DIC a las 21:26 
感謝付出,加油
hey bro tot is out for 19 mins update? xd
Buffalo 1 DIC a las 8:28 
@Deo thanks
Equalibrium 30 NOV a las 12:20 
Man, it feels amazing to play now thanks to you. I'm literally at a loss for words! You're incredible! Thank you so much! 10/10!!! :steamthumbsup::steamthumbsup::steamthumbsup::steamhappy:
Deo  [autor] 30 NOV a las 11:47 
it should stop any ranged units from continue attacking when ammo depleted
DeaDBreaD 30 NOV a las 8:04 
@Deo How does that work with hybrid units and units with special ammo like the mine workers i mentioned?
Deo  [autor] 30 NOV a las 5:24 
@Buffalo added an option to stop ranged units once they ran out of ammo
NING GEN FOOD 29 NOV a las 6:19 
Best mod ever :steamthumbsup::steamthumbsup:
ARMAPOL 28 NOV a las 17:57 
just want to tell you how grateful I am seeing this mod still updated and maintained to this day. thank you for your hard work and diligence my good sir
Deo  [autor] 28 NOV a las 13:40 
@PapaNurgle found a problem, thanks!
PapaNurgle 28 NOV a las 9:23 
It looks like since the update the units go back to idle after defeating another unit, at least if the battle is won they dont chase any unit down after the first one targeted is wiped out no matter what option i choose in MCT. any idea ? thx
DeaDBreaD 28 NOV a las 9:18 
@Buffalo Did your friend ever heard of hybrid units? Or Units with special ammo like the dwarven mine workers? With your suggestion they would throw and then go afk. Makes no sense. Your friend needs to learn how to play. Especially flying units you have to mikro.

@HotPizza87 If you enable chase down shattered/routing targets it will do that. If you dont want units to chase forever because ur units are slower, check the boxes below. If you want to fine tune this setting you would have to make my adjustments in the comments below, until Deo finds the time to make an extra MCT menu

@Deo Tested Skarbrand vs Skaven army in Skirmish and he walks trough everything. Seems to work.

What exactly is 1000 weight? Skarbrand type? Or also like Ogres? High mass should walk through everything smaller and only be intercepted by types of the same or higher mass or like excel formula: If mass is higher then force target attack, else if same or lower, get intercepted. If that is somehow possible.
Deo  [autor] 28 NOV a las 6:23 
@Buffalo Shouldn't be a problem to add as an option. The behavior might be good or bad depending on race. For example some ranged units might be good at melee as well

@HotPizza87 Hi, there is an option in MCT where you can choose to chase down shattered/routing units. Is that what you need?
HotPizza87 27 NOV a las 21:12 
Is there a manual override on attacking shattered units? I'm concerned if enable this shattered units will not be run down when I play Chaos Dwarfs (and it's important that nobody who routed is allowed to leave the battlefield alive in order to max labour income)
Buffalo 27 NOV a las 12:34 
@Deo i know but this friend specifficaly complaining he can't hunt ennemy with flying ranged cause if you enable guard mode the ranged units dont move and dont continue to kill running ground units, and then when they have no ammunition they going to melee battle on the ground and die in place. He's frustrated by this. For me it's fine.
Deo  [autor] 27 NOV a las 12:17 
Hi @Buffalo, this is default vanilla behaviour, you can enable guard mode to avoid that, will it help?
Buffalo 27 NOV a las 12:13 
@Deo First i love your mod, you're my heroe, i hated so much since tww1 that my unit never follow my order.

A little complain from a friend ;

When you have ranged unit, specially flying or mounted ones and you're ennemy units (so you're not in the hold the line stance) these ranged units will unfortunately go to melee when the ammunition are empty, that is a big problem you imagin they dying quickly

Is there are a way to fix that?
Deo  [autor] 27 NOV a las 12:11 
hey guys, latest update fixes problem when units could change routing targets where they shouldn't - those cases are - when you specifically say to attack it or while it inside missile range

second improvement is - if your unit has high mass (specifically >1000) it will try to ram through enemies to it's target even if blocked
@DeaDBreaD check it out please
Deo  [autor] 22 NOV a las 21:07 
yea, it make sense, i"ll think what to do about this
DeaDBreaD 22 NOV a las 6:38 
Ah ok, makes sense. I usually brute force my melee Lords trough everything to kill the backline archers or wizards. It thought it was a bug because sometimes i have to order attack like 10 times till he finally does what i want. Thanks for explaining.
Deo  [autor] 22 NOV a las 4:41 
I see, this happens when your unit intercepted by some other enemy and goes into melee. We check that fact and adjust current target to one that intercepted the unit. This is to avoid unit being killed if he continue moving through the enemy. Some heavy units may survive this, but most - not
DeaDBreaD 22 NOV a las 3:51 
@Deo Sorry to bother you again. Guess you have better things to do than responding to some random on the internet.

It took a while till it happened again. The only error i can figure out is this line:

Kriegsherr ID=1023: - Incorret target - STORED id=1001 name=Grauer Prophet (Ruin), ACTUAL: ID=1013 Name=Klanratten

I ordered my Warlord to attack the Grey Seer, but then he changed to attack some clan rats nearby instead. Normal units seem to do this too, they have the same error in the log.

It seems to happen more often if there are other units nearby the target unit, or on the way to the target, im not sure.
Deo  [autor] 20 NOV a las 21:03 
Got it, such cases you can investigate through the logs - enable them in the config, then search by unit name, there should be a record explaining why target has been changed
DeaDBreaD 20 NOV a las 13:43 
@Deo Thank you for your answer. I will certainly try that. And yes, a MCM Slider would be awesome. Im not dumb but i have no clue what i change when i change something inside a code table.

Also, i dont know if it is this mod, but i noticed that sometimes when i command my Lord to attack another lord, he almost instantly dismiss that order and switches to another nearby unit and attack that instead. I use AI General 3 and its basically the same behaviour if the mod controlls the unit, they also ignore and dismiss manual input a second later, but im 100% sure this wasnt the case. I have setup AI General to only take control of units that i summon or come back from routing.
Deo  [autor] 20 NOV a las 6:56 
Hi, cool that you tried the change yourself, lets see if it helps. There might be the case when unit is faster but somehow blocked or not moving in straight opposite direction, so we can possibly catch him. This is why distance should be of some reasonable value.
You could also try to change line 211 where we give massive -200 weight change if routing enemy even a bit faster than our unit, try to up it to -500 for example
Perhaps i"ll extract those values into mod config so everyone could fine tune them for specific needs
DeaDBreaD 19 NOV a las 23:41 
I changed line 280 from distance 50 to 10 and did some custom battles. Could be my imagination but they now switch target as soon as almost all models cant reach the chasing unit anymore.
DeaDBreaD 19 NOV a las 20:33 
@Deo Would it be possible to fine tune the speed values when a unit decides to switch or keep chasing?
For example, i have noticed that if the enemy has like 40 speed and your unit has like 36, they still keep chasing forever. They only switch if there is a big gap in distance between them, which will never happen at almost the same, but still slower, speed.

Would it be possible to say, that at already -1 speed difference (40 vs. 39, 63 vs 62, etc.) or even the exact same speed (50 vs 50 etc.) they instantly stop chasing and switch target, without having that big gap in distance first to happen?
A7X otakomarek 13 NOV a las 5:49 
it doesnt work with radious mod? it seems like it
Nukular Power 12 NOV a las 20:24 
this should be vanilla
Rayze 4 NOV a las 12:41 
In my recent campaigns it seems like the units are following my orders the way im used to when using this mod, so i think whatever you did, was right :steamthumbsup:
Sleepy 3 NOV a las 5:40 
ah this is a must have
sleepy 2 NOV a las 9:17 
this mod is so amazing thank you! so tired of having to micro every single unit after it gets a kill, and especially in battles with more units this is a lifesaver!
Khazukan Kazakit-ha! 31 OCT a las 5:15 
does this mod basically allow the game to play itself or what?
DVNam34 21 OCT a las 21:24 
Can you modify it so our troops automatically attack structures like walls, guard towers,..., instead of going around them to attack the enemy using another path?
泱溟 21 OCT a las 16:46 
游戏的编队攻击有BUG,他不听指令,他在攻击B,我让他攻击A,他还是去攻击B,希望CA修复一下
Deo  [autor] 21 OCT a las 14:31 
hey guys, found an issue which could break the mod, please see if fix helps
Rayze 21 OCT a las 9:54 
Used this mod for quite a while now and like others are saying, recent patches seem to mess around with it.

Units keep ignoring orders until i tell them like 20 times to go somewhere or attack something else and often they still go back to attacking something nearby, no matter how often i tell them to get off that unit/lord/hero.

You can really feel the difference when having used this mod for a couple hundred hours.

Im not using Guard Mode or Skirmish Mode by default.

Generally i only use Guard Mode when i want units to sit outside a siege or keep a certain position, not with units im commanding around the battlefield.

Units also seem to get models stuck into enemies way more often now instead of simply running away.
Deo  [autor] 20 OCT a las 21:44 
I'll check it
Mr Butt Bandit 20 OCT a las 7:14 
Feels like this mod has not been working as well as it used to be since 6.3
LikeABith 14 OCT a las 15:59 
No I always make sure to check that off. I probably have some other mod incompatibility
Deo  [autor] 13 OCT a las 22:30 
hi, may be you have guard mode enabled?
LikeABith 13 OCT a las 18:23 
Anybody else struggling to get this mod to work lately? My units just sit there and take missile fire without doing anything
Blenkor 8 OCT a las 8:35 
thanks, maybe you should put this on the page, so fools like me dont waste your time
Deo  [autor] 8 OCT a las 7:47 
Hi, it should be compatible, this mod has a check for units controlled by AI General 3
Blenkor 8 OCT a las 4:35 
does anyone know whats the compatability between this and AI General 3 or other paperpancakes mod