Total War: WARHAMMER III

Total War: WARHAMMER III

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No Infinite Charge, better skirmishing.
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653.233 KB
24 Mar @ 4:22pm
25 Mar @ 7:29pm
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No Infinite Charge, better skirmishing.

Description
Stops the AI infinitely charging you, allowing units that are faster than their opponents' speed to actually escape, and skirmishers to actually skirmish, without nerfing charge mechanics.

How it works
By default, all units have a (hidden) bonus to their speed when charging, meaning that if a 30-speed unit gets close to a 40-speed unit, they'll trigger this charge bonus that in vanilla continues indefinitely. This results in them chasing your units forever and catching up despite ostensibly being slower per their stats/unit card.

This mod removes that charge speed stat and instead provides a passive ability to all units that automatically triggers on charge. It gives +30% speed for 9 seconds. Takes 13 seconds to recharge, meaning you can cycle charge effectively, but there's a 4-second window where speed drops, which creates a window for faster (base stat) units to pull away from slower ones.



Should be the same as vanilla. No stats other than charge speed were altered. And although for some +30% speed is slightly more their vanilla speed, it is on a timed window, only activates when charging and has a cooldown, so it isn't exploitable.
Effects all units, whether controlled by AI or the player.



  • Can be safely added or removed from a save at any time.
  • No UI clutter, seamlessly integrated.
  • Will work alongside extra units mods just fine.
    -It won't affect modded units mind you, but the rare one chasing you is small beans compared to the vanilla problem.
    -Sub mods are very doable to affect units from other mods if there's demand.
Only modifies the "battle_entities_table", (governs speed) so will be compatible with the vast majority of stat mods, and is named with low priority so other mods that make specific alterations can overwrite this mod with no negative impact.

Pretty experimental so I'm very open to feedback and suggestions.

Regarding the methodology: I took all 1178 units and subtracted their run speed from their charge speed. Any with a differential less than 4 get the "Charging" bonus; +30% speed for 9 seconds. 13 seconds cool down.

Those that had a differential of 4 to 6 get "Ferocious Charge" +40% speed for 10 seconds. 14 seconds cool down.
This was about 50 units, mostly big dinosaurs, centigors, war wagons and a few mounts and exalted demons.

There are 5 units whose charge speed is ludicrously fast (6+), Scyla Anfingrimm, Kdaai Destroyer, Onyx Crowmwn+RoR and Toad Dragons, they get "Hurtling" +50% speed for 11 seconds, 15 seconds cool down.





My Mods






Please comment, like, subscribe, phone your mothers and eat the rich!
~Neil
6 Comments
Teiber 2 Jun @ 12:30am 
I thought something was wrong with the speed value in of itself, but no it was charge all along! Thank you.
Neil  [author] 5 Apr @ 1:23am 
Thank you Lee :)
Serious Lee 4 Apr @ 4:20pm 
What a wonderful mod. I have already pulled my hair out quite a lot of times in frustration because of this issue. Will try it out and if I see anything amiss I'll let you know
Revelation 26 Mar @ 3:51am 
love it
Neil  [author] 24 Mar @ 5:05pm 
Nah it shouldn't, just recopy the speed values and add the 2 new units... in theory lol.
REITERPALLASCH 24 Mar @ 4:58pm 
Good work on this man. Hopefully tomorrows update doesn't F*ck it up right away lol