Total War: WARHAMMER III

Total War: WARHAMMER III

Aerial Pursuit for WH3
50 comentarii
Mumm-Ra 4 oct. la 18:12 
The settings in the MCT are always showing the the blue spinning circles indicating the setting is not default. Even when you set to default, when you go to another mod in MCT and go back, they're back again.
TheCarrot27 7 sept. la 15:58 
hope it still works, it'll be a real cathayan lifesaver if so
paperpancake  [autor] 8 aug. la 12:35 
As a heads-up, it is very likely that I will be unable to maintain any WH3 mods, including this one, starting in maybe a month or so.

Since WH3 rarely seems to cause any breaking changes to these scripts, my absence likely won't be an issue. I suspect that this mod will continue to function as usual. And perhaps other modders that enjoy scripting will step forward if needed. :WH3_clasp:
Mumm-Ra 17 apr. la 13:47 
Ok thx. I'm trying to familiarize myself by checking for errors in mods I'm using. I always hear modders say dont change the mod order because they should load in the right position for me. That's not worked in my case because im using over 100 different mods. If you layer your mods correctly, you can have an incredible experience
paperpancake  [autor] 13 apr. la 12:59 
@Mumm-Ra You're referring to the get_section_by_key() entries? You can ignore those, since MCT still returns a usable section. iirc, that's from trying to keep things backwards compatible with the old MCT (probably no longer necessary), but I'll double-check when I get the chance. You can use both Aerial Pursuit and AI General, yes. I do. All my current mods should be compatible with each other.
Mumm-Ra 13 apr. la 11:03 
I noticed some errors in the logs with MCT. Also a error with AI General 3. Is this normal? Should I not be using the both of these mods together? Following link is to the log.txt file

https://limewire.com/d/HuoNC#zDmJIAiHqQ
paperpancake  [autor] 13 dec. 2024 la 13:53 
Updated to add support for auto-bombardment from Dwarven Trollhammer and Thunderbarge units. The Dwarf roster should now be fully supported once more.

(I do not have Malakai's DLC to test the Thunderbarge myself, so if you discover an issue with it, please inform me before adding to your book of grudges.)
Mineiro 11 dec. 2024 la 15:26 
nice mod :D
paperpancake  [autor] 22 nov. 2024 la 17:14 
Sorry for the delay. "Update" is posted (no changes).
paperpancake  [autor] 4 nov. 2024 la 13:35 
I haven't been feeling very well and can't predict when I will be ready with an update. It seems to be working without an update based on brief testing today, but I haven't really dug into it yet. If you play around with it before I update, let me know if you encounter any unexpected bugs.
Hear me roar! 31 oct. 2024 la 20:03 
update please for 5.3 thanks
Hear me roar! 22 oct. 2024 la 20:36 
thanks for updated
paperpancake  [autor] 29 iun. 2024 la 11:46 
"Updated"
paperpancake  [autor] 5 mai 2024 la 19:20 
...I just reread my last comment. That third sentence is unintelligible. I was trying to say that it was a script break. I'll get better sleep one of these days.
Aimop95 5 mai 2024 la 19:07 
Thank you!
paperpancake  [autor] 5 mai 2024 la 15:07 
@Aimop95 Bug is now squished. Thank you for taking the time to identify and report the bug. It turned out to be a script game in the vanilla game's quest battle that the vanilla game seems to recover from except when additional callbacks are present (like for this mod). Luckily, the bug is in a file that can also be modded, so I updated this mod with a patch that fixes it.
Aimop95 5 mai 2024 la 6:34 
Thought I'd give you a heads up, but this mod causes Yuan Bo's Dragon Fang quest battle to not start. You can get to the cutscene, but then after the cutscene, you're left staring at a black screen with the start button but no way to start the actual battle.
Darling 14 apr. 2024 la 4:24 
You have a nice voice.
rockyalthor 2 mart. 2024 la 3:07 
Thanks
paperpancake  [autor] 1 mart. 2024 la 19:24 
Updated for 4.2 - Supports auto-bombardment for Cathay's new Moonbird and the updated Empire Crowmen (RoR).

The accuracy of auto-bombardment for units like the Moonbird can vary more than usual. The Moonbird moves fast and has a wind-up time for its ability. If you wish, you can quickly see what it is like in a skirmish battle vs the AI.
ADHDoug 10 dec. 2023 la 16:49 
Alright, they separate about how I expected them to then. Thanks!
paperpancake  [autor] 10 dec. 2023 la 10:13 
@ADHDoug You can use both mods in the same battle. A unit will only be controlled by one of these mods at a time, so if you give a unit to Aerial Pursuit, it will automatically be removed from AI General control and vice versa. Aerial Pursuit is a type of command that is usually only used during a part of a battle.
ADHDoug 10 dec. 2023 la 6:15 
Anybody know if this works good with the AI General mod, or is this one redundant if you're using that?
paperpancake  [autor] 17 sept. 2023 la 20:30 
Updated. Now supports auto-bombardment from Empire Crowmen's Nan-Gau Grenades (Onyx Crowmen RoR). Easily try it out in a quick skirmish vs AI. :)
paperpancake  [autor] 23 iul. 2023 la 18:05 
Updated with bugfixes. Details in the change notes
Zorba01001 14 iun. 2023 la 3:53 
Awesome mod thank you
paperpancake  [autor] 13 iun. 2023 la 18:09 
Updated so that the mod manager will no longer say the mod is outdated. As expected, no changes were required. Thanks for your patience! I'm glad it didn't take a full month to get back to my computer like I thought that it might.
paperpancake  [autor] 31 mai 2023 la 10:05 
I'm away from my development computer and will likely be unable to update for maybe a month or so. This is a scripted mod, and it usually still works even without an update. I haven't personally verified that for this update.
lwhのsama 15 apr. 2023 la 20:54 
这个mod允许你告诉飞行单位在你选择的敌人地面目标上方移动,并在他们上方盘旋。这个mod甚至会自动对下面的敌人使用轰炸能力,这取决于你的配置。

与WH2版本类似,但增加了新功能
增加了自动使用轰炸技能的支持(天空垃圾,牺牲骑士和奥术凤凰)。欢迎您的反馈。

自动使用轰炸是默认开启的。如果您希望只手动使用能力,请更改配置。:steamthumbsup:
Rayor 4 apr. 2023 la 3:49 
great... great...!
BiggestHistoryNerd 3 apr. 2023 la 10:19 
Absolutely love this mod!
paperpancake  [autor] 20 febr. 2023 la 4:02 
The update details are in the change notes . (A couple today.)

This still isn't as good as I want it to be, but I've already delayed this update longer than intended after 2.4. I hope to keep working on it, because some things still bug me.

I'm leaving this in beta. Feedback is welcome, though scripting limitations might make it hard to implement some things.
paperpancake  [autor] 17 febr. 2023 la 23:20 
I made progress, but I must sleep. I'll try to finish the update within the next few days. In the meantime, this should work in 2.4 as it did before.

The auto-unlock beta feature still gives false positives and false negatives in some situations like it did before. I might have to turn it off by default if I can't find a way to improve it. The API constraints are making it difficult.

(Also note that if you use new MCT, this mod currently ignores settings in campaign battles due to an issue [github.com]. MCT's author, Groove Wizard, is hoping to look into that soon.)
paperpancake  [autor] 16 febr. 2023 la 23:02 
Thanks for the positive comments. :) I think this should work with 2.4 since I don't see any relevant script changes, but I'll double-check tomorrow. Tomorrow I also hope to finally finish the improvements to this mod's handling of flyers that can't fire while moving, like gyrobombers.
Noin Trongaz 12 ian. 2023 la 4:04 
one of the best mods out there!
golfersup 11 ian. 2023 la 9:56 
oh i hope this makes it into the game how brilliant
Touhou 10 ian. 2023 la 18:32 
The must have mod for Tiktaq'to campaign.
Waffle 9 ian. 2023 la 18:24 
WOW thanks for this MOD!
Bop 8 ian. 2023 la 7:41 
Your mods are increadible!
Bop 8 ian. 2023 la 7:40 
Wow!
Green Raven 7 ian. 2023 la 17:07 
Looking foward!
paperpancake  [autor] 7 ian. 2023 la 16:55 
@Green Raven - the update today was just a bugfix. I'm still working on making gyrobombers behave better, but that won't come until a later update. I won't have a way to tell when the bombs have all been used up, but I can count how many times they get used automatically. So if the bombs get used automatically, the mod will be able to switch it to auto-attacks (and as long as the unit isn't in guard mode, it will follow as necessary). If the bombs are instead used manually, it will be up to the player to unlock aerial pursuit when it is no longer needed. I also plan to add a separate configuration option that allows gyrobombers to stay still and auto-attack between bomb drops. But these enhancements are not ready yet.
Green Raven 7 ian. 2023 la 14:42 
Thanks for your hard work!

Gyrobombers still dont work great, but thats modding for you.
paperpancake  [autor] 7 ian. 2023 la 14:08 
Today's update should fix the bug I mentioned in my previous comment. As usual, if you wonder what changed with any update on any of my mods, you can check that mod's change notes tab.
paperpancake  [autor] 6 ian. 2023 la 15:03 
While trying to improve gyrobomber behavior, I discovered that flying units with RANGED AUTO-ATTACKS currently can lose their Aerial Pursuit locks when they aren't supposed to. Until fixed, you can either turn off the beta auto-unlock feature for flying units in the configuration OR units with ranged attacks will need more babysitting than they would otherwise (melee units like Phoenix and Knights of Immolation should not have this problem). I know the cause but still haven't figured out a fix. I've added this bug to the mod description in two places, above, since it is particularly annoying if you aren't expecting it.

@Green Raven - Thanks for the feedback. API limitations will prevent me from doing exactly what you ask, but I think I can at least improve it some. I'll try to work on that after I figure out what to do about this annoying bug.
Green Raven 6 ian. 2023 la 12:25 
Having the bomber lock on is useful, and I can trigger the bombs manually easily enough (though its very cool that I can use the scripts to do that automatically.)

I guess once the Bomber was out of bombs, though, I would want it to stop hovering directly above the target and instead hover within range of its autocannon.
paperpancake  [autor] 6 ian. 2023 la 11:51 
@Green Raven - You can speed up the bomb drops to be as fast as you want using either MCT or the configuration text file . The delay was added intentionally to give the enemy time to form up, maximizing the impact.

Gyrobombers not using auto-attack guns is just because this mod makes it move so frequently to stay above enemy units. Is there something that would improve your experience? Perhaps while waiting for the enemy to form up between bomb drops, I could make the Gyrobomber could stay still for a few seconds so it can get off a few shots on its target with its auto-attack?
Green Raven 6 ian. 2023 la 10:11 
Awesome concept, unfortunately not working great for me.

My Gyrobomber hovers awkwardly above its target, dropping bombs very infrequently and not using its guns at all.
Drang, Drangiest of Drangs 6 ian. 2023 la 9:24 
nice work, this is good enough to be base game
Felipe 6 ian. 2023 la 8:27 
Awesome WORK !