全面战争:战锤3

全面战争:战锤3

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Armies Without Generals
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标签: mod
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974.737 KB
8 月 29 日 下午 3:00
10 月 7 日 下午 1:09
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Armies Without Generals

在 BlackJackGear 的 2 个合集中
Mod List Multiplayer
65 件物品
Fully Custom Garrison - Recommended Mods
10 件物品
描述
Report Bugs HERE [bjgmodding.atlassian.net]
Request Compatibility HERE [bjgmodding.atlassian.net]

Overview
This mod allows use of armies without a general character.
From my testing these armies are fully functional and can fight battles, conquer settlements and so on.


Features
Leaderless Armies
Armies can now exist without a general character to lead them.
The mod adds a new button to the right of the regular military force buttons, when pressing it the unit exchange panel will open and you can move units over into a new army that will be without a general character.
Armies without generals can also be split up further, they should also not count towards the upkeep increase.
Recruitment for lordless armies is disabled by default, but can be enabled via MCT.
The AI does not use this feature.

Mod Support
Should be compatible with everything.
Mods that add new factions / subcultures / cultures should be compatible.
Let me know if you find any compatibility issues.

MCT Adjustable
Recruitment for lordless armies can be enabled via MCT.

Multiplayer Support
To play this mod in multiplayer, you need Multiplayer Sync , this utility mod makes it fully multiplayer compatible.

Unit exchanges between armies are janky in singleplayer, they can be even more so in multiplayer.
If you want to exchange units in multiplayer, initiate the exchange and then don't touch anything for a second, until the panel looks normal again.
I would advise trying it out once to get a feel for how it behaves.
See known issues below for more info.


Known Issues
Exchanging units with other armies is a bit janky since I need to add a lord character to the lordless army and remove it again after the exchange is over.
The way it currently works is that when the unit exchange panel is opened it checks for the presence of a general and if none are found and there is space in the army it adds a general character, closes the panel and opens it again.
If I find a way to know when the player is going to exchange units in advance, I can add the character before and remove it after, until then this solution will have to do.
If you end up with a placeholder character in your army, simply start the unit exchange again and cancel it, that should solve it.

During the unit exchange the army model on the campaign map will be a placeholder model.
I am lazy and dont plan on fixing this, if it annoys enough people I will see if I can use placeholder characters appropriate for the vanilla cultures.

Splitting of units does not work at sea.
Nothing I can do about it, blame weird sea regions.

Enabling recruitment works only for regular recruitment.
Recruitment from mercenary pools is disabled.
Nothing I can do about it, the game enforces this in the backend.

The game is not happy about allowing recruitment for armies without a general and will close the recruitment panel at every opportunity.
I band aid fixed this as best as possible for now, still need to think about a better way to handle it.

Images
The beautiful settlement skins are from OvN Lost World go get it!
The southlands units are from Cataph's Southern Realms (TEB)
The albion units are from OvN Lost Factions: Albion
The araby units are from OvN Lost Factions: Araby
Campaign lighting and effects Campaign Weather Overhaul
Campaign map improvements Dynamic World
Camera Mod Screenshot Campaign Camera

If you don't want me to display screenshots with your work in them, I will remove them!


My Mods:


Thanks
Many thanks to the people over at Da Modding Den for all the tools and help they provide!
Without them none of this would have been possible!

Report Bugs HERE [bjgmodding.atlassian.net]
Request Compatibility HERE [bjgmodding.atlassian.net]
27 条留言
BlackJackGear  [作者] 10 月 6 日 下午 1:50 
please submit bug reports through the links above
Rixxy 10 月 6 日 上午 11:56 
Not sure if it's possible to fix this, but as far as I can tell when playing beastmen (Taurox is who I am playing specifically), the lordless armies are still counting towards my army cap, which kind of completely removes the use case of this mod for their faction.
BlackJackGear  [作者] 9 月 14 日 下午 1:35 
@pheonix89 the leading unit becomes a sort of pseudo lord, I am not surprised that it would conflict with stuff.
Doubt I can do anything about it, maybe Tabletop Caps can do something on their end.
I am still surprised that this works at all and the game just accepts it without blowing up.

@Leonardo thanks for reporting, I will have to look into the camps.

@Mumm-Ra right nurgle factions not sure about the general, that should not happen.
Recruitment is still the thing with nurgle factions not having vanilla recruitment.
Mumm-Ra 9 月 13 日 下午 11:06 
https://ibb.co/Dgmq84Zz

Is this normal? Creates an Empire lord but woulds it for my Tamurkhan campaign. Even when I enable "Allow Recruitment" in my Tamurkhan campaign, it doesn't let me recruit without a lord.
Leonardo 9 月 11 日 上午 11:41 
Doesn't seem to work for ogre camp, the new army with placeboo general is created but no exchanging unit could be make
pheonix89 9 月 10 日 下午 3:50 
This does a funny thing when used with Tabletop Caps where the unit who leads the lordless army no longer counts towards caps somehow. Just throught you should know
inxs 9 月 5 日 下午 1:59 
NICE!!! BEEN WAITING FOR YEARS
Rustic Clover 9 月 4 日 下午 10:21 
This may legitimately be the most groundbreaking mod for the game so far, being able to finally give us back some of the flexibility of the pre-Rome 2 army system.
Snyp3r5TTV 9 月 4 日 上午 11:26 
Thank you, I've been waiting for this to be a thing (again) since Rome 1
BlackJackGear  [作者] 9 月 4 日 上午 7:45 
@soelibremm probably not