Show Charge Active
TL;DR last update: Compatible with latest dlc and patch 5.0 (for more, see changelog).
Tags: QoL > UnitCard > Ability Effect
Shows when a charge is active if one or more entities are currently charging. This can be seen on:
1) The unit card UI (in the vertical panel (top right side of the unit card), that denotes active abilities for this unit);
2) The battlefield (affected entities show a white circle VFX on the +- initial charge position for at most a few seconds).
No stats are modified, this is mod is purely UI based as a means of QoL. Everything has been built from scratch.
When a charge is active, the charge bonus might apply for the full charge bonus decay time, whether the unit is currently charging or not. Now you KNOW when a unit is charging and act accordingly.
The charge bonus only applies if 1) is not negated by a braced unit being charged from the front with charge defense attribute and 2) a melee attacks hits.
Motivation:
– Originally (vanilla), there is no way to tell when a unit is currently charging, other than closely inspecting if charge speed is active vs running speed, which is almost impossible to tell apart in a quick view, as they are very closely defined from each other;
– So I have created this mod to indicate when a charge is active. This is not to be confused with charge bonus being applied, which cannot be indicated (at this moment of time or ever). By default, the charge bonus decay time is 13 seconds;
– Personally, I like the VFX the most, because the eye is focused a lot more on the battlefield itself, rather than watching individual unit cards, especially when there are dozens of units involved in the heat of the moment.
Extra information:
– When a charge is active, it applies an additive bonus (with the same values as charge bonus) to both melee attack and weapon damage (in equal proportions of existing ap vs non-ap ratio), while decaying per tick until charge bonus time has expired;
– The average melee attack interval is +- 4 seconds, so at best, units with an attack interval of 4 seconds can perform 3 attacks with the charge bonus applied, with the first blow being most effective and last being least (somewhat non-existent);
– Charge bonus will not apply to braced units with charge defense (against certain unit size entities or all entities) when being charged from the front. This is not to be confused with collision (where smaller units can be knocked back on impact and collision damage is dealt, which is determined by speed and mass for both engaged entities in the equation);
– When a unit is not charging (anymore), the indicator on the unit card at the vertical ability panel will disappear. Note that an active charge gives a morale buff (+15) by default, which works in the same manner (based on the same condition), which you can verify when hovering your mouse over the leadership bar on the unit card, that will show you this in the tooltip (for morale, by default, there is a 60 second cooldown for the next charge morale bonus to be applied).
Compatibility:
– Compatible and verified to work with patch 5.0;
– Works for both campaign and custom battles (in both single- and multiplayer);
– New units from other mods are unaffected. I’ve no intention to add units from other mods. You can create a submod for this and the other mod(s).
>> Guide | To add units from other mods: You only need to add those units + set my ability in a table within: db/land_units_to_unit_abilites_junctions_tables. Make sure you do not use the same table name as mine and other mod (load order does not matter, so you can name whatever you want, you’re only adding, not editing).
For more information, see Change Notes, I couldn’t post it all in description, it would error on edit.