Total War: WARHAMMER III

Total War: WARHAMMER III

1,566 ratings
Just Good Babysitter
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battle
Tags: mod
File Size
Posted
Updated
42.277 KB
13 Nov, 2023 @ 12:49pm
18 Jun @ 9:57am
38 Change Notes ( view )

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Just Good Babysitter

Description
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

Just Good UI Mod
Just Good Battle UI

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Popular Discussions View All (4)
17
19 Aug @ 1:25pm
Change target function for routing/shattered units with higher speed
DeaDBreaD
13
3 Jan, 2024 @ 5:55am
Fixed: Mods that confuse[d] JGB
paperpancake
1
28 Nov, 2024 @ 4:57am
About technical details
shadow_sc
507 Comments
I need you back, baby :praisesun:
AxeSquadron 11 Sep @ 3:08am 
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 Sep @ 4:49pm 
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  [author] 9 Sep @ 11:25am 
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
NEST-7 9 Sep @ 3:38am 
My soldiers will break formation and pursue on their own.
Leonardo 7 Sep @ 5:46am 
nice, check the flying ranged units too please, stuff like tzeench flamer and wood elf flyer. Those things just melt whenever something breath on them in melee range
Deo  [author] 7 Sep @ 4:26am 
hi, I think it's possible
I'll check Gyrocopters problem, it shouldn't be like that
nobubblegums 7 Sep @ 3:19am 
Same experience with Leonardo, you can get massively screwed over when Gyrocopters go into melee. Hope that's fixable. Definitely a great idea though, should've been in the base game.

@Deo I don't have much experience with TW modding, would it be possible to tie this babysitting mechanic to a toggle, dummy unit ability, or just a shortcut (e.g. ctrl+rclick to give babysit attack order)? Thanks for the mod in any case.
Leonardo 3 Sep @ 12:21am 
This mod is good, however when ranged troops run out of ammo they would run into melee which is a massive downpoint for me, f my flying flamer in teenzch campaign too much
Shacode101 2 Sep @ 3:06pm 
would this and AI commander work together? Probably not right?