Total War: WARHAMMER III

Total War: WARHAMMER III

Run 'Em Down - Units Actually Damage Routing Units
198 Comments
HotPizza87 6 Oct @ 12:10am 
Yeah not an issue, nothing is broken but it will make Soul Siphon seem more intense even though that isn't what is actually happening because it's actually 2 effects at once
Enemyz 5 Oct @ 8:58pm 
Did the campaign difficulty stuff get looked into?
Deeyourelf  [author] 5 Oct @ 3:08pm 
Ye it doesn't buff him any more specifically than that, they don't break, they just both apply, I don't consider that an issue
PointMeAtTheDawn 5 Oct @ 9:59am 
Does the Soul Siphon ability misbehave with this mod, or is it just additive? I don't really see it as buffing N'kari if it's just the extra damage EVERYONE gets that is applying?
HotPizza87 28 Sep @ 10:18pm 
When N'kari runs down units/is in the vicinity of a wavering/routing unit, N'kari causes damage in the area. I'm pretty sure this is also true for the Herald of Slaanesh. The ability is Soul Siphon. So basically anything with Soul Siphon is buffed by this mod but they have to be really close to the damaged unit and the unit has to be routing not just wavering for the buff to be in effect.
Deeyourelf  [author] 28 Sep @ 6:12pm 
Elaborate
HotPizza87 28 Sep @ 4:15pm 
This buffs N'kari.
obliqueangleSA 16 Sep @ 7:56am 
Thank you for this mod, it's great!
Polyamide Knight 8 Sep @ 12:18pm 
My friend, your mod is crucial to make this game playable. Thank you.
Deeyourelf  [author] 6 Sep @ 10:15am 
Oop, I'll take a look at that when I've got the chance, thanks for pointing that out
Niklasbane(PM) 5 Sep @ 7:55am 
I think you've messed up some entries in the campaign_difficulty_handicap_effects table.

The entries under "Campaign Difficulty Handicap" without the human box ticked should go from -1 to 3 but you have them going from -3 to 1, meaning the 2 hardest difficulties don't apply your effect to the AI's forces. (But DOES still apply it to the player because those are set up corretly)
Deeyourelf  [author] 30 Aug @ 8:11pm 
Does it not work?
Cerdak the First 30 Aug @ 9:45am 
Update Please
Commander_Kell 25 Aug @ 3:10pm 
Amazing Mod. Genuinely, so good. Permanent spot on my load order now. Thank you!
Deeyourelf  [author] 19 Aug @ 3:36pm 
Yeah, I use them both
rockyalthor 19 Aug @ 8:33am 
It's compatble with longer battle and Custom matched combat animations ?
Deeyourelf  [author] 29 Jul @ 7:24am 
Eh, ctrl+c ctrl+v/search
Dr. Sinclair 29 Jul @ 12:19am 
Heya - don't put your links in brackets without a space - it makes steam flag them as malicious :)
Deeyourelf  [author] 28 Jul @ 5:03pm 
Maybe try Just Good Babysitter by Deo (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3082390369) .
It does a bit more than that, but it does have mod options so you can probably tweak it however you'd like it.
You could also try AI General 3 (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2799316652) which has the benefit of being easily toggleable with a UI button, but it doesn't really let you choose the order exactly, it's more just "Hey, I want to hand over control of this unit"
HotPizza87 28 Jul @ 3:23pm 
I love what this mod does and its only limitation is that units randomly decide to stop chasing what they are ordered to and that is absolutely not this mod's fault (pro tip: it's CA's fault). The mod can't do what it does without the necessary proximity. Do you know any mod which fixes that? Do you know how to fix that?
Deeyourelf  [author] 22 Jul @ 9:17pm 
I just tested it and it worked fine, are you sure that it wasnt during a custom battle? This solely works in campaign (can be singleplayer or multiplayer)
Or it could be incompatible with a mod you have in some way
Hidalgo 17 Jul @ 11:01am 
I think sadly the mod doesn´t work anymore. It may need an update.
Joe 9 Jul @ 1:41pm 
Got it, thanks!
Deeyourelf  [author] 9 Jul @ 2:15am 
First one, doesnt scale with unit size
Joe 8 Jul @ 9:32am 
Is this ability applied via the unit or via individual models? For instance, if a routing unit of 80 has gotten stuck in the middle of my 60 cavalry models, are we dealing 2 damage * 5 max entities = 10 damage per second or up to 60 * 2 * 5 = ~600 damage per second?
Ooh-la-la, It's GAGA!! 7 Jul @ 4:00am 
Even with this mod enemy just ignores the back damage, it's still very annoying.
The trouble is that there are very few animations in this game, units kill each other with air, not with sinc animations, including the cav. In shogun 2 you could kill whole routing armys with just 2 units of general cavalry, here it's just not possible.
Deeyourelf  [author] 28 Jun @ 8:43pm 
@HONK
Thats a little unfair to them, they do a ton of good work, this would be a messy and kinda strange solution to put into the game as a vanilla behaviour. The actual way would be making animations less jank, though I get thats hard too
Deeyourelf  [author] 28 Jun @ 8:41pm 
@OHM
So, no, this mod isnt causing it you are correct taht it's vanilla behaviour but also Im not sure that it's an issue. IIRC (and thats with a grain of salt because my brain has holes), when units are routing they ignore any movement speed penalties but lose all their defensive stats, most of those are reduced to zero. I guess to simulate them scrambling away and trying to escape at any costs

I'd say that's a good tradeoff, and kinda outside the scope of this mod even if I didn't, might take a look at it when I get the time but it would probably just be a seperate mod and not included in this one
HONK 27 Jun @ 6:13pm 
this is great, CA's developers apparently suck and can't do this. They should really just fire those schlubs and just hire modders cuz you guys do good work
OHM 26 Jun @ 2:59pm 
Hi bud, any chance you can make the shattered/routing units have less vigour ie: exhausted? They suddenly become fresh when they rout, but are exhausted/tired during a fight prior to routing.

Units chasing them down get so exhausted and the routing unit remains fresh.

I'm not saying that's your mod doing it. It might even be vanilla, but I was just hoping it may be something you can address.
sovereign 26 Jun @ 8:49am 
I think 6.2 broke the mod
Deeyourelf  [author] 17 Jun @ 7:49pm 
Presumably not? From what I saw in the changelogs it shouldnt be effected and should still work
I currently have warhammer 3 not on my PC atm and so arent able to check it for awhile, if I get reports about it not working then I'll do what I gotta to fix it
Arthek 17 Jun @ 1:01pm 
Hey there - Awesome mod first of all, does it need any updates to work with 6.2?
Super Cosmic Space Magnet 31 May @ 8:16am 
Excellent, thank you! I was wondering if it would just make zombies/grave guard get horribly murdered. Beautiful mod. :6face:
Deeyourelf  [author] 30 May @ 10:03pm 
I added an exclusion so it doesnt apply to undead or daemons (ty to the people that pointed it out).
It does unfortunately apply to constructs that are crumbling though, theres no way around that with the current tagging system in the files, so unofficially this accidentally debuffs constructs a bit cause it makes them die a little faster in melee.
Super Cosmic Space Magnet 30 May @ 8:07pm 
I love this so much, finally infantry breaking from combat feels meaningful!

How does this interact with undead units Crumbling?
Fiur 25 May @ 4:48pm 
This mod makes my Reiksguard's sportscars plowing through Zombies. I love it. xD Melting any unit they touch.

So does my Artilery when they get flanked by cheeky AI.
Deeyourelf  [author] 22 May @ 11:50am 
So the main problem with that is that I wanted to make this sort of supplemental, I only really wanted it to take place/be needed as sort of the last resort where you're either stuck or normal damage isnt working very well, then this helps keep it going. You can use rpfm to edit it to taste, but I probably wont be creating a buffed version of this
Doomnayer 22 May @ 2:37am 
Even better improvement if you multiply the damage and the max entity affected.
Nahkasetä 14 Apr @ 2:34pm 
@Zo_Confuzled seems to be working fine
Zo_Confuzled 8 Apr @ 10:41am 
Does anyone know how this works with SFO?
Dragon32 6 Apr @ 4:08am 
@Lemonist
Re-read the Description
Lemonist 5 Apr @ 11:29pm 
So this isnt modded unit compat? it just edits vanilla unit attributes?
Mumm-Ra 31 Mar @ 1:58pm 
I haven't played WH3 since Thrones. Brah, what the heck have they done LOL. Thank you for this mod. Completely kills any immersion without this. This is a must have mod now
A mossy rock 31 Mar @ 12:52pm 
Was playing a Throt campaign using skaven slaves and I think this mod made it ever so slightly harder lol. Being so easy to rout they were getting wrecked as they fled. I'm still gonna use it though because I don't think it's unfair at all. Routing units should be easier to kill.
Deeyourelf  [author] 29 Mar @ 7:19pm 
<3
RorschachInk 29 Mar @ 11:19am 
I just want say this is one of my favorite mods. Makes end of battles feel so much better, especially since I love cavalry and flying units
[-TWR-]Dragon 28 Mar @ 5:35pm 
Thank you! Awesome mod. Really feeling the difference when chasing down units.
Deeyourelf  [author] 28 Mar @ 5:34pm 
I dont think that would break anything, but fixed for if it does cause any issues
[-TWR-]Dragon 28 Mar @ 12:52pm 
This mod gets an error in RPFM: "Invalid reference "chasedown_ability" in column "ability".", is this a problem?
We're having some desync issues in MP, just wanna rule out this mod being a problem.