全面战争:战锤3

全面战争:战锤3

Technology Affects Allied Recruitment
112 条留言
bushez 12 月 8 日 下午 8:47 
Thank you
terreohomines  [作者] 12 月 8 日 下午 6:57 
You can, though previously researched techs might not apply for up to 10 turns (there is a global synchronization check every 10 turns specifically to address inconsistencies that may come up by adding the mod mid-campaign).
bushez 12 月 8 日 上午 6:45 
can I add this mid campaign ?
terreohomines  [作者] 12 月 7 日 上午 9:11 
Alright, should be fully up to date.
Apolyon 12 月 5 日 上午 7:44 
Thanks to share it with us !!!!
terreohomines  [作者] 12 月 4 日 下午 2:31 
Updated to no longer cause crashes in Tides of Torment.
The actual tech reworks from Tides of Torment have not yet fully been implemented.
fgh 12 月 3 日 上午 2:42 
thank you very much for the update!
glospey 12 月 2 日 下午 11:16 
Thank you for the update!
Nene 12 月 2 日 下午 11:13 
it this mod compatible with mod that change technologies (not adding new)?
terreohomines  [作者] 12 月 2 日 下午 9:11 
Now updated for all factions (just in time for Tides of Torment to throw it out of date again). This was a ton of stuff, so let me know if anything isn't working.
Maxitiké 11 月 15 日 上午 9:31 
I would totally use this if it was updated with latest techs, who wouldn't?
RedWalrus 11 月 3 日 下午 9:20 
Do you think a mod that does this but for Ogre Mercenaries is possible? So if you recruit from an Ogre camp, that unit has the same tech as the Ogre Kingdoms faction you recruited from?
fgh 11 月 2 日 下午 12:35 
thank your for your response! yeah that would explain my issues i guess. please, try to update your lovely mod whenever you can, it is much needed in the game i think!
terreohomines  [作者] 11 月 2 日 下午 12:23 
@fgh
I think it's just that I haven't updated all of the techs from recent DLCs yet, and I believe that is one of them. (Recent for me is pretty much anything thrones of decay onward despite that being over a year ago now, I need to get on that...)
fgh 10 月 22 日 上午 2:57 
hey, thanks for the mod! i really enjoy it. it always bothered me how bad allied recruitment was made in the game. But i have noticed some issues i believe. An AI ally recruited shades from me and the shades did not have higher range (from technologies) which i already researched at that time. When i recruited empire handgunners as kislev, i did not get the higher range from their technologies which the AI already had at that time. Do you know what could cause that issue?
vampirepedro 9 月 27 日 下午 12:23 
i see , ill take that in mind and once (idk when) i try other campains ill mentioned if its working, regardless i later might also check if a mod i have to gain reshearchs points isconflicting with it or smth similar(i dont think it should cus that mod just increases reshearch point gain doesnt rly do anything to the tech tree it self), thx for the quick awsner btw
terreohomines  [作者] 9 月 27 日 上午 10:47 
Hmm, it should be working, though it may be because I am woefully behind in re-implementing technologies for races that have had tech reworks within the last year, which both of those have, so that may be the issue.
vampirepedro 9 月 26 日 下午 1:59 
Me and my friend are not seing the mod work its effects happenning... we added the mod on turn 75 and went to turn 81 while still also reshearching more tech and nothing has happenned to the units we have of each other or new units we recruited from each other...he is playing as greenskins and i am ogres
Toblerone 9 月 5 日 上午 9:31 
Yeah the crash says something about "first dynasty nehekhara warriors" something something, if that helps at all. Would love this back as well <3
Rustic "Kalessin" Citrus 9 月 2 日 下午 2:27 
I am also confirmed getting a LUA script break. Thank you for your mod and effort! <3 :WH3_clasp:

[out] <614.4s> BIG FAT SCRIPT ERROR
[out] <614.4s> [string "script\campaign\mod\allied_technology.lua"]:1010: bad argument #1 to 'pairs' (table expected, got nil)
SkebbZ 9 月 2 日 上午 8:28 
Patch 6.3 officially out - and yes, it's mentioning this mod by name as it crashes now :)
terreohomines  [作者] 8 月 30 日 上午 7:48 
Thanks for letting me know!
It might be a bit since I'm travelling for a couple weeks, but I'll try to fix it as soon as I'm back.
Shamaster 8 月 28 日 上午 7:27 
I'm not here to bother you about fixing it since the patch LITERALLY just released.. But I do think it's cool that the game now directly tells you which mod is causing your crashes now because I definitely don't remember it doing so before. Said the issues was an incompatibility with your changes to tomb king tech (which makes sense considering how much tech tree stuff they changed).
Vesapod 7 月 30 日 下午 1:38 
Has anybody tested this with Deithland? I'm too poor for DLC but was stoked when i could recruit allied units, sadly my streltsi are better than the top tier deithland without the stat buffs.
terreohomines  [作者] 7 月 10 日 下午 4:08 
It does still work, but I *am* a few DLCs behind in implementing the new technologies they added/changed in them.
Vytautas 7 月 8 日 下午 10:52 
Wow, this sounds pretty amazing. Not sure how I can test it to see if its ok with the new WH3 updates, though.
Caelius 6 月 8 日 下午 2:16 
SFO compatible?
专业路痴 3 月 27 日 下午 8:51 
还是不行 加载后崩溃
CCLindalen 3 月 27 日 下午 7:41 
Booted up no issues after recent mod update.
Headpats for author! :steamthumbsup::steamhappy:
terreohomines  [作者] 3 月 27 日 下午 5:14 
That is because I forgot to push my local changes up to steam workshop.
Whoops!

Should be good whenever steam's automatic content scan is done with it now.
Will 3 月 27 日 下午 2:40 
this still crashes the game an error with the data tables
glospey 3 月 27 日 上午 10:45 
Do you have today's game update? That allegedly fixes the cap problem.
Sadoryu 3 月 27 日 上午 9:23 
@terreohomines still crashing after hotfix, crash report says invalid database record at "Allied_ksl_Bear_Baitingwh3_main_effect_ability_enable_frenzy_ksl_bear_riders" in table "effect_bundles_to_effects_junctions_tables"
terreohomines  [作者] 3 月 27 日 上午 6:52 
That is indeed what is causing the crash, CA says they are working on a fix that should be deployed soon.
Murane Solaire 3 月 26 日 下午 9:04 
With the 6.1 patch mods that use capital letters (larger letters) game will crash to desktop on launch.
CCLindalen 3 月 25 日 下午 9:54 
CTD on splash intro with 6.1
Will 3 月 25 日 下午 8:11 
does this still work? as of patch 6.1
Caiuz 2 月 26 日 上午 9:29 
Does this work on Ogre mercenaries that you can recruit near their camps and not through an Outpost?
Lurivar 2 月 22 日 上午 8:29 
Yeah I figured it would be something like this. Thanks for the confirmation, I'll keep it disabled while I use this other mod and toggle it back on when I get back to "regular" campaigns. Keep up the good work anyway, this mod is a must have imo !
terreohomines  [作者] 2 月 22 日 上午 8:07 
@ChopoChop (and Lurivar) Using a mod that introduces a new faction type to the game will cause this.
ChopChop 2 月 22 日 上午 6:48 
Hi im getting a script error:
[out] <434.3s> BIG FAT SCRIPT ERROR
[out] <434.3s> [string "script\campaign\mod\allied_technology.lua"]:1010: bad argument #1 to 'pairs' (table expected, got nil)
[out] <434.3s> stack traceback:
[string "script\_lib\mod\pj_error_wrapping.lua"]:104: in function 'callback'
[string "script\_lib\lib_core.lua"]:1930: in function <[string "script\_lib\lib_core.lua"]:1930>
[C]: in function 'xpcall'
[string "script\_lib\lib_core.lua"]:1930: in function 'event_protected_callback'
[string "script\_lib\lib_core.lua"]:1991: in function 'event_callback'
[string "script\_lib\lib_core.lua"]:2051: in function <[string "script\_lib\lib_core.lua"]:2051>
not sure how to fix :steamsad:
Lurivar 2 月 20 日 上午 9:39 
I'm crashing with this playing as Bretonnia with a Bretonnian vassal, though I am using a bunch of other mods including the old world campaign that changes some technologies for Bretonnia (as there are more dukedoms to confederate) which may be the reason why.
Dr Faisal 1 月 28 日 下午 3:04 
great mod pic!
MrFartPoo 2024 年 12 月 26 日 下午 3:30 
Hey, hope you enjoyed the Holidays! Correct, mod works fine just new techs don't apply.

Cool, look forward to the update but take your time.
terreohomines  [作者] 2024 年 12 月 25 日 下午 3:24 
It should work fine with that I believe.
Shadowslasher 2024 年 12 月 25 日 上午 5:09 
Does this work with this mod called Fixed Allied Outposts? https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2836349002
terreohomines  [作者] 2024 年 12 月 24 日 上午 9:21 
You mean that it is not applying the bonuses for the changed technologies, not that it is crashing, correct?

If so, yes I am aware and plan to get to implementing the new technologies early in the new year.
MrFartPoo 2024 年 12 月 23 日 上午 9:10 
Hey, as I'm sure you're probably aware, the new update seems to have broken the mod with new tech trees. Let me know if I can help at all with any testing if you decide to update as I love using this mod. Cheers!
Ninja Cowboy 21 2024 年 12 月 12 日 下午 7:15 
@terreohomines you are a gentleman and a scholar
terreohomines  [作者] 2024 年 12 月 12 日 上午 11:35 
Fixed, it should work now.