Total War: WARHAMMER II

Total War: WARHAMMER II

More Mass for Chariots
13 commenti
Zasler 11 lug 2022, ore 16:14 
I've test this mod on The End Times and SFO and they both work. Makes chariots way more enjoyable!
Charlie 26 giu 2022, ore 3:45 
Thanks very much for this mod. I've used chariots a lot in total war but when I tried cold one chariots and they were getting stuck in skavenslaves, I knew something was broken. If some chariots are still broken when Immortal Empires releases I hope you'll fix it there too!
piercebuster  [autore] 21 lug 2021, ore 9:25 
Mod is now updated for latest DLC.

I also shrunk the size of several chariot "articulation points" (the point that the chariot bends). In the game's coding the articulation point is its own entity with its own mass and collision hitbox and equations. Previously this mod updated the mass value of the articulation point but not its hitbox size. Turns out that many hitboxes for this point were even wider than the chariot itself. The result after this change is less collisions when in a blob of enemies, and therefore less getting mired down in the "tarpit".
GIGroundNPound 9 feb 2021, ore 12:20 
@piercebuster, thanks man will do!
piercebuster  [autore] 9 feb 2021, ore 11:06 
Sure thing. I also recommend you join the Modding Den discord. Any of the 6 modding_tech channels are open for questions - etiquette is to just use one that doesn't have an unanswered open question by someone else, or to use the oldest-active channel if they all have open questions.
https://discord.gg/bPftvAMW
GIGroundNPound 9 feb 2021, ore 10:59 
@piercebuster, holy cow man thank you so much! This information is seriously awesome and helpful! Not to be "that guy", but would you mind if I friended you? I would appreciate asking you some additional questions regarding modding later this evening after work.
piercebuster  [autore] 9 feb 2021, ore 10:51 
@GIGroundNPound
The equation behind-the-scenes isn't something a modder can alter. But the equation now checks knockback against a delay that I believe didn't used to exist. That delay is
skip_collision_ignore_knock_seconds 2
found in _kv_rules_tables
If that were set to 0 I think that would revert it to how it was done before.

There are other stats that are variables in the equation also in the same db:
interrupt_mass_ratio_clamp_hit_reaction
interrupt_mass_ratio_clamp_knockback
interrupt_mass_ratio_clamp_knockdown
collision_disable_delay_(...)
GIGroundNPound 9 feb 2021, ore 9:18 
First of all, thank you for your work and this mod sir! That being said, do you know how specifically to undo the changes to knockback that CA did in the last patch of the Twisted and the Twilight? I know that they messed around with "mass", "Hit Reactions Ignore Chance", and "Knock Interrupts Ignore Chance", but I am specifically trying to undo the "grace period" and re-enable the knockback check iterations. Would appreciate if you had any insight good sir!
piercebuster  [autore] 4 feb 2021, ore 22:09 
Dunno.
ABF 4 feb 2021, ore 21:57 
Is this mod compatible with CTT?
piercebuster  [autore] 9 gen 2021, ore 23:28 
@Albino Zebra Better Sieges is on the front page! How am I doing? :D

@benettonkkb check my videos for my other mods too haha
benettonkkb 9 gen 2021, ore 22:51 
Fool really put chamillionare's music video in the reel, lmfao glorious
Albino Zebra 3 gen 2021, ore 4:06 
We shall watch your career with great interest.