Total War: WARHAMMER II

Total War: WARHAMMER II

Find Idle Units
99 Comments
grimnar42600 28 Feb @ 6:27pm 
Yeah .... probably smart idea read more comments before posting and looking stupid. Plus still finding my way around the game. Much thanks for reply ... love your other mods btw
paperpancake  [author] 28 Feb @ 6:08pm 
@grimnar42600 WH3 has much of this mod's functionality already included in the unmodded game (as we celebrated in previous comments), so I didn't even test this in WH3. My guess is that this mod would need some changes to work in WH3 like it does in WH2.
grimnar42600 28 Feb @ 5:11pm 
Sorry meant to say does it work in warhammer 3 my bad
paperpancake  [author] 28 Feb @ 9:20am 
It should still work, yes! Why, does the game show it as out of date or something?
grimnar42600 28 Feb @ 5:29am 
Does this still work
paperpancake  [author] 16 Nov, 2021 @ 2:45pm 
@dotori242 That's wonderful news! Thanks for bringing that to my attention! I'm so happy to hear that TW3 will have a hotkey for finding idle units as part of the base game. That means less modding work for me and fewer concerns for all of you about availability for multiplayer, compatibility with other mods, and keeping the feature updated. I also very much appreciate the kind words from you and others who have enjoyed this mod. Happy gaming!
dotori242 16 Nov, 2021 @ 7:12am 
CA just released new battle feature clip where this mod was implemented in TW3. It's awesome that CA recognized this mod to be good enough for base game feature lineups. Congratulation. We'll never forget who it was that provided one of the best quality of life tool all these years.
Pimpin Pippin 1 Sep, 2021 @ 10:44am 
Thank you!
Necropants 30 Aug, 2021 @ 5:43pm 
Thanks very much for keeping this mod updated. it's actually criminal this (along with the save formations mod) doesn't exist in the game as standard.
paperpancake  [author] 30 Aug, 2021 @ 8:55am 
Updated to work even better with Aerial Pursuit and Attack Move and Counter Charge when the game is paused.

Thanks for the positive feedback! This is still my favorite mod, and I'm happy you are enjoying it.
unilateralism 23 Aug, 2021 @ 12:44pm 
What a great idea! I can't believe this mod is over a year old and I've never seen it before!
zoo_ 23 Aug, 2021 @ 11:12am 
ty!
Nebnii 13 Aug, 2021 @ 7:01am 
This is one of the best mods i got, thank you very much.:acduck:
Flying Fox 3 Aug, 2021 @ 2:06pm 
Amazing mod, absolute gamechanger.
paperpancake  [author] 20 Jul, 2021 @ 8:39pm 
The MCT bug appears to be fixed, so this mod can see your MCT settings again. I had to unsubscribe and re-subscribe to MCT to get the latest MCT bugfix, so I recommend you do the same. I have only done limited testing so far, but I've confirmed this mod can see your MCT settings again with that fix (thanks @Vandy!). As always, this mod still works without MCT using either the default settings or the optional text file configuration.
paperpancake  [author] 19 Jul, 2021 @ 7:58pm 
If you use MCT, please note: the new MCT currently has a bug that makes it so your MCT settings are ignored in some battle mods like this one (it doesn't crash or anything; this mod just can't find your MCT settings). I just spoke with Vandy and he is working on a fix. In the meantime, this mod still works with the text file configuration or with just the default settings.
paperpancake  [author] 19 Jul, 2021 @ 1:28am 
"Updated." As usual, no changes were necessary to be compatible with the recent game update (based on in-game testing and looking at CA's script changes). Now the launcher won't complain about it being out-of-date, though. (@FullAutoAttack)
paperpancake  [author] 17 Jul, 2021 @ 12:30pm 
@FullAutoAttack As a scripted battle mod, this usually doesn't need updates. I haven't yet had time to verify myself for this specific update, though. Hopefully I'll get a chance to check tomorrow.
FullAutoAttack 16 Jul, 2021 @ 1:00am 
Does it need an update?
8-The-General-8 20 Mar, 2021 @ 7:11pm 
Great and useful little mod. Nice1!
< blank > 23 Feb, 2021 @ 1:45pm 
@paperpancake thx for the quick reply. I tried resubbing once more and now it works. Awesome mod!
paperpancake  [author] 22 Feb, 2021 @ 7:53pm 
@No responsibility Do you have any other mods? I don't know of any mod conflicts, but it would be worth trying by starting the game with just this mod enabled and no others. If it works for you under those circumstances, then there might be a new mod conflict for me to look into.
< blank > 22 Feb, 2021 @ 1:30pm 
This is not working for me. Subscribed. Active in mod manager.
paperpancake  [author] 30 Dec, 2020 @ 10:19pm 
@Anh Yes it does. See "A note on Multiplayer Battles" in the description.

@AbortedMan I wish I could! I wanted to when I first made the Attack Move and Counter Charge mod. Sadly, the limitations in battle scripting make it so that the Counter Charge couldn't be canceled automatically by that mod if the player were to try to move a unit that was just becoming idle. I would want that capability before I tried to add the functionality you describe. Great idea, though! :)
Anh 30 Dec, 2020 @ 9:44pm 
Does this work in coop multiplayer campaign? Would love to use this for my next run.
Pimpin Pippin 24 Dec, 2020 @ 7:27am 
Amazing, thank you for your work!
AbortedMan 24 Dec, 2020 @ 3:51am 
Would it be possible to link this to your Attack Move and Counter Charge mod so when units are marked "idle" they automatically go into "Counter Charge" mode? Maybe add a different icon for being in "Counter Charge" mode if it was invoked by the find idle unit mod so you can tell when the two mods are working together and picking up your slack.
paperpancake  [author] 18 Dec, 2020 @ 12:08pm 
Good news! While porting this mod to Troy, I found the now-obvious solution to the bug where ranged units on walls were being marked as idle even when they were firing at the enemy. It's fixed in today's update. (I'm now scraping the UI to check that specific case.)

If you want to use this mod in Troy, that's now available on Epic, here: https://www.epicgames.com/store/en-US/product/a-total-war-saga-troy/mods/121c204315014735a557db7fc6183a41
paperpancake  [author] 25 Aug, 2020 @ 9:28pm 
Updated: The ping icon is now a little smaller so that it plays nicer with my newly released Attack Move and Counter Charge icon. I've also changed it to "zzz" because most people I asked liked it and understood it better than the eye ping. For the people that don't like "zzz", you can change it to a magnifying glass or back to the yellow eye using the configuration text file or using MCT.

For those that were waiting for and encouraging me to make an attack move mod, I'd love to hear what you think now that it's live.

Thanks everyone for helping this mod reach a 5-star rating, and for the generous awards! I really appreciate the positive encouragement. Enjoy your games!
Pimpin Pippin 4 Aug, 2020 @ 4:54am 
thank you!
Necropants 3 Aug, 2020 @ 10:29pm 
Thanks for making this another QOL mod that should be in the base game.
paperpancake  [author] 3 Aug, 2020 @ 7:17pm 
Updated with support for Vandy's MCT: Reborn. Also, good news for those of you who have been wanting an attack-move mod (@dotori242). I think I've found a work-around for the technical wall I had hit before. Coming soon to a workshop near you!
paperpancake  [author] 28 Jun, 2020 @ 4:54pm 
@=[NK]= Col. Jack O'Neil gabfou updated ClickNFight shortly after I messaged them, so if you have that updated file it shouldn't be incompatible anymore. Did that fix the issue for you, or are you still getting a conflict?
paperpancake  [author] 28 Jun, 2020 @ 2:07pm 
@=[NK]= Col. Jack O'Neil Are you sure the incompatibility is with this mod and not with ClickNFight or some other mod? When I check, KMM says there are no conflicts between Adjustable Battle Speed and Find Idle Units. It does say there is a conflict between Adjustable Battle Speed and ClickNFight, though. (The good news is that I checked, and it's not a conflict in functionality. ClickNFight just needs to delete or rename a text file that it really doesn't need. I'll message the author.)
=[NK]= Col. Jack O'Neil 28 Jun, 2020 @ 8:27am 
Hey!!
KMM flags these tw amazing mods as incompatible! :(
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1683336438
paperpancake  [author] 20 Jun, 2020 @ 5:35pm 
The update I mentioned is now uploaded and available. If you use a config file, the new config options will be added to the bottom of your file next time you go to the game's main menu. Or if you prefer, you can see the config changes in the updated "How do I use the configuration options?" discussion. Let me know if you have any questions, and have fun!
Hoaxmetal 18 Jun, 2020 @ 1:06pm 
That sounds great. When that's fixed this p. much becomes an essential WH2 mod.
paperpancake  [author] 18 Jun, 2020 @ 12:22pm 
@Hoaxmetal I appreciate the feedback, and I agree about the false positives. I'm currently testing an update that I hope to upload within a week if everything goes well. The update lowers the false positives by requiring the game to consistently tell the mod that a unit is idle for a time before this mod marks that unit or includes it in the hotkey search. This will be included in the updated mod by default, but you will be able to change that amount of time using the config file if you want. If anyone is interested in helping me test the update, DM me on Discord. paperpancake5#2391
Hoaxmetal 17 Jun, 2020 @ 8:32am 
This mod is great but the false positives with melee are pretty annoying, they happen distractingly often.
paperpancake  [author] 11 Jun, 2020 @ 10:08am 
@Newppp I'm happy to hear that it's working for you now. :)
Green Rabbit 10 Jun, 2020 @ 11:50pm 
nvm, man i finally can do it i think its because it didnt get update, i delete the mod file unsubs then resubs it worked again fine thx!!!
paperpancake  [author] 9 Jun, 2020 @ 10:26am 
@Newppp Those two mods are working together for me, and they were working for gabfou, too, or they wouldn't have made their update. Can you check that you have the updated files for both mods on your computer? If your computer didn't get the updated files, that could explain what you're experiencing. Also, you probably already know the following, and sorry for stating the obvious, but just for the sake of covering all possibilities: Be sure you haven't accidentally hit F3, which ClickNFight uses as a shortcut to hide all of its buttons. And for ClickNFight, be sure to have your mouse hovered over the spell or ability that you want to create a shortcut for before pressing F2.
Green Rabbit 9 Jun, 2020 @ 5:43am 
hey man, so i finally have time to play the game and this mod and i want to inform you that
it still doesnt work with ClickNFight or Spell Easy Access? i dont know why, i disable all mod except this and find idle unit mod, moving the load order, etc
everytime i click f2 nothing happen, but idle unit hotkeys still work. maybe this is just for me?
can anyone tell me why? no pressure tho youre the boss thx!
paperpancake  [author] 8 Jun, 2020 @ 7:25pm 
Good news! I just tested gabfou's most recent update to ClickNFight or Spell Easy Access, and we seem to have fixed the incompatibility. Now you can enjoy that mod and Find Idle Units at the same time if you'd like!
Green Rabbit 8 Jun, 2020 @ 12:32pm 
wow thx a lot man!!! youre the best
paperpancake  [author] 8 Jun, 2020 @ 12:14pm 
Today's update fixes an incompatibility with Counting Skulls, and it fixes my half of the incompatibility with ClickNFight or Spell Easy Access, among other things. I will message that mod's author about the rest of the incompatibility, since it requires a small change to their script.

@Newppp Thank you very much for pointing this out. ClickNFightmod seems really cool, and I certainly want my mods to be compatible with it. :)
Green Rabbit 8 Jun, 2020 @ 12:50am 
hey man i love this mod, but can you make it compatible with this mod?
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2115325278 it seems this mod conflict with your mod. If you can or want tho! cheers man thx
paperpancake  [author] 26 May, 2020 @ 8:31am 
Yesterday's upload has been working for me so far. Is it that your hotkey is sometimes doing nothing, or is it selecting the units that aren't idle? Any other information you could give me would be helpful, including anything from the "Do you have a bug report" discussion. (If anyone else is having this issue, please let me know as well.)
fartsballs 25 May, 2020 @ 9:29pm 
I thought it was working, but it's still not. find next idle unit works basically half the time the key is pressed, but mostly does not find the next idle unit. the unit toggle for idle works, but I mainly use the next idle feature
paperpancake  [author] 24 May, 2020 @ 9:53am 
The promised feature update with more configuration options is now live. See the change notes for details. Feel free to ask if you have any questions.