Victoria 3

Victoria 3

Military Logistics and Stockpiles
115 条留言
COMRADE 10 月 7 日 下午 9:54 
@scarlyafterdark Thank you,I friend you to make communication easier
scarlyafterdark  [作者] 10 月 7 日 下午 5:42 
@COMRADE - I actually test this mod mainly with the UK. How are you trying to use the mod and if you run in debug mode, are you getting any errors?

I need a bit more information to have some idea of what's happening. :)
COMRADE 10 月 7 日 上午 12:02 
Thank you for your prompt reply. I play as the UK, but I still cannot use the MOD( 1.10).
scarlyafterdark  [作者] 10 月 6 日 下午 1:07 
Mod should now be compatible with 1.10. There are more changes that I want to make, but I still need to do more testing on my end.

@COMRADE - You can't build this building if you don't have the Napoleonic Warfare tech researched. What country were you playing as and did you have the tech researched? Additionally, this mod was not compatible with 1.10 until today, so you may have run into issues with that if you were using it with 1.10 prior to this update.

@---fk--- I made some improvements to the code for how the AI values this building. Theoretically, this should have made the situation with overbuilding a lot better. The problem is that the game's economy changed massively with the addition of the new trade rework, and as a result, the AI has a lot more money to throw around than before. Hopefully things are better. I'm still testing things out, but I'll be making further changes in the next month or so.
scarlyafterdark  [作者] 10 月 6 日 下午 1:05 
V3 Mod - Military Logistics 1.4.0, 2025-10-06
----------------------------------------------------------
- Updated for 1.10.x compatibility.
- Distribution centers now start to open when a country is a committed participant in a diplomatic play.
- Slightly buffed logistics center convoys additions to address convoy requirement for troops.
- Slightly buffed logistics center bureaucracy additions.
- Added logic for logistics center ai_value.
- Small nations should no longer bankrupt themselves with logistics.
- Larger nations that use conscription will be more inclined to build logistics centers.
- The formula will be improved over time with testing and feedback.
- Distribution centers will now remember the last distribution setting.
- Logistics centers will now remain after a state gets a new owner.
- Makes capturing stockpiles easier to notice, but some stockpile will still be lost.
COMRADE 10 月 4 日 上午 3:06 
I can't build military logistics center ,but AI can
COMRADE 10 月 4 日 上午 3:01 
The MOD doesn't work, even if I keep only this one MOD.
DeluvianSenecca 10 月 1 日 下午 11:05 
Thank you!
scarlyafterdark  [作者] 10 月 1 日 下午 2:30 
@DeluvianSenecca Working on it now, it will be a larger update than the last few as I have a very large number of quality of life updates that I want to add in. This requires testing. Probably end of next week. :3
DeluvianSenecca 9 月 30 日 上午 7:49 
update?
COMRADE 9 月 19 日 上午 6:10 
1.9.7no work
scarlyafterdark  [作者] 9 月 18 日 上午 10:25 
@---fk--- I haven't found this to be the case in my testing, but I run mostly vanilla. Are you running any mods at the same time? One thing I have noticed is that steam is terrible about updating community mods. Could you try uninstalling and then reinstalling to see if it works?

@Eric Hmmm, it makes sense that the save would crash without the mod. I don't know of a way to fix this, since removing similar mods would cause the same effect. The game engine is looking for something that isn't there anymore.

@LightNino I have not written any compatibility mods for Ultra Historical Warfare, so this is unlikely to work with it, unfortunately.
---fk--- 9 月 9 日 下午 5:06 
Author, there is a big bug in the mod. The AI ​​country will build a large number of warehouses, especially the capital will build hundreds of levels of warehouses.
Eric 8 月 29 日 下午 1:27 
Uninstalling the mod causes a savegame to crash. This is likely because there are buildings missing after the mod is disabled. Any way to do this properly?
LightNino 8 月 6 日 上午 8:25 
@scarlyafterdark Hi ! Is it fully working with Ultra Historical Warfare ? I doubt a bit to be honest :D Thanks anyway ^^
scarlyafterdark  [作者] 8 月 5 日 上午 1:39 
@radwilly1 Unfortunately, I am not artistically gifted (to put it mildly), but I'm happy to accept contributions that are compatible with the open source license (for legal purposes).
radwilly1 8 月 4 日 下午 4:07 
@scarlyafterdark This is a great mod, but could you please improve the building icon? At least give it the same frame that all other buildings have.
scarlyafterdark  [作者] 8 月 4 日 下午 12:47 
@---fk--- You may have another mod overriding this one. If you are using the multi line productions mod or the community mod framework, you need to override those (and other mods that change the building_details_panel file) with this mod for it to work properly.
---fk--- 8 月 1 日 下午 11:55 
Author, there is no inventory on the building facade, what is going on?
LeandroAR 8 月 1 日 下午 7:31 
Thanks for the mod! It sounds interesting I am going to test it now but I am already hyped for it.
scarlyafterdark  [作者] 7 月 18 日 下午 10:07 
This mod has been updated. It is mostly unchanged, but logistics centers now provide a small amount of convoys, the AI is less likely to overbuild, and this mod is now compatible with multi-line production methods and the community mod framework. (You'll want this mod to be higher in load order.)
scarlyafterdark  [作者] 7 月 1 日 上午 12:14 
Working on it! I need to rethink a few things in the mod to make it work with 1.9.x. It's going to take a while unfortunately.
kebabblaster9000 6 月 29 日 下午 3:26 
update?
scarlyafterdark  [作者] 2 月 7 日 下午 10:24 
With the current state of the war AI, I'm waiting for the warfare fixes before I jump in to make other adjustments. Otherwise, I'll just end up having to redo it over again, which is the issue when you're trying to land on a moving platform.
Comrade Penguin 1 月 30 日 下午 5:08 
I think this might need some more tuning for the AI, I'm playing as Colombia and have the biggest army in the Americas, and half the countries have no armies or barracks at all, just logistics centers that are presumably eating up all the military goods.
Chriskr23 1 月 2 日 上午 4:00 
If you can't make the building stop stockpileing a good when it is full, then you could make a notification appear once the stockpile is full
scarlyafterdark  [作者] 2024 年 12 月 14 日 下午 8:21 
I'm not sure? It might. You could add them both to test it. There may be a conflict in the building interface files.

I'm planning on making major changes to this mod after 1.9 releases. After that, if the war system is actually working as intended at that point, I'll possibly reach out to some other mod devs to collaborate on compatibility patches.
kebabblaster9000 2024 年 12 月 4 日 上午 9:17 
does this work with anbeelds stockpile economy.
scarlyafterdark  [作者] 2024 年 11 月 30 日 上午 9:30 
As a shortcut, I made a small change that resulted in the AI building logistics centers more frequently. In my own game, I observed that this seemed to improve things a bit.

Right now, I'm really waiting for the next Victoria 3 release to make major changes. The devs said that they're going to do more improvements to the military system in the future. I imagine they're looking at making supply of military goods matter.

My ultimate goal would be to have a hearts of iron style supply system, but there is no support in the game right now to add this; I would know, I've tried several times and failed.
scarlyafterdark  [作者] 2024 年 11 月 27 日 上午 6:50 
@K4mil That's actually not a bad idea. I think that if I did that, then the AI should know enough to toggle the production methods in theory.

I'll experiment with this for the next version.
K4mil 2024 年 11 月 26 日 下午 2:16 
It seems to me, that the better idea, for the sake of balancing this feature, would be to automatically create one logistic center per for e.g. 10 barracks/20 conscription center (if possible of course). It would solve AI's problems with building logistic centers, because for now it doesn't work quite good in my opinion. Although the idea is great.
scarlyafterdark  [作者] 2024 年 11 月 23 日 下午 1:14 
New version is uploaded with the following changes:

- Improved stockpile maximums, they are now scaled to accumulation/usage
- Added "Low Volume Distribution" method to distribution centers
- Updated building details panel override for 1.7.x and 1.8.x
- Reduced ai_value to prevent AI overbuilding
- Fixed building ownership issues, for 1.7.x compatibility
- Removed distribution centers from government lens to reduce clutter
- Included korean translation from https://github.com/dungsil

I wanted to release this now so that I could use it as I'm about to get back into playing Victoria 3, and I would welcome feedback as I didn't have time to test as much as I would have liked.

Please note - if you were using the old version with 1.7/1.8 already, it was NOT working as intended before this update. The goods were sold and this did improve supply, but you were not receiving any income from the sales. Today's update is an improvement and makes things work the way that they used to. Mostly.
Necrotes 2024 年 11 月 23 日 上午 6:40 
No need to apologize, modders are literally doing this for free so there shouldn't be any expectations on you being forced to continue supporting this or any other mod. That being said, awesome :) This mod is fantastic, so re-adding it back into my playlist is something I'm definitely looking forward to.
scarlyafterdark  [作者] 2024 年 11 月 22 日 下午 10:45 
Working on an update to get things working with 1.8. Unfortunately, life got in the way when I was working on a 1.7 update, so I was not able to upload it here. I'm back now, though, and should have something during the weekend.
She Was A Boy 2024 年 7 月 26 日 下午 2:25 
stockpiles max is 4k for all the goods, however the rate of input can different for example grain will have a higher import rate the others, will that be possible to increase the cap base on the PM, or setting different cap for each goods to prevent resource failing in black hole?
Necrotes 2024 年 7 月 22 日 上午 8:31 
(Sorry for the message spam) Does seem like it messes up the buildings meny, you can't see anything when you click on the show more button
Necrotes 2024 年 7 月 22 日 上午 8:21 
I think I might be an idiot, I could have sworn that I'd tested this mod after the 1.7 update and that it did not work. Tested it now, and It seems like it works perfectly fine.

I've been waiting for this mod to update since I thought it was incompatible with the new update, wow I'm an idiot... xd
Necrotes 2024 年 7 月 22 日 上午 8:08 
Any news on when the update will be finished? Thank you for making this mod btw, it makes warfare a lot more fun, or at least bearable :)
Tau 2024 年 7 月 4 日 下午 3:47 
Niceee thanks for updating it again, love the concept
scarlyafterdark  [作者] 2024 年 6 月 30 日 上午 8:04 
I've been working on updating the mod to 1.7, but the new building ownership and other features in 1.7 have made things a lot more interesting than I'd planned. Due to real life stuff happening at the same time, I see the update taking another week or so. Probably not more than a month post release, but yeah.
haryu 2024 年 6 月 29 日 下午 8:53 
Should I update to version 1.7?
scarlyafterdark  [作者] 2024 年 6 月 12 日 下午 5:54 
@Leviticus I'm not actually sure, but I will test this and some other things out when 1.7 finally releases.
Leviticus 2024 年 6 月 6 日 上午 8:52 
Does this mod play nice with Laaxus?
Tim Apple 2024 年 5 月 21 日 上午 7:58 
Yep that one
scarlyafterdark  [作者] 2024 年 5 月 1 日 下午 9:53 
@Tim Apple I missed your comment earlier! Which Forts mod are you referring to? I use this mod with Forts and Engineers and it works quite well with it.
Chriskr23 2024 年 4 月 30 日 上午 11:12 
Great mod maybe it automaticly turn of stocpiling when the stocpile is full. Because the ai can't
itstricky 2024 年 4 月 29 日 上午 9:23 
Great idea and it works very fine with 1.6. However, AI doesn't know to disable stockpile when the stockpile is full and it's tanking the economy greatly.
zzzptm 2024 年 4 月 29 日 上午 7:24 
Good plan and roadmap, I'm staying tuned. Quick update after big DLC drop and then new features makes total sense.
scarlyafterdark  [作者] 2024 年 4 月 28 日 下午 7:31 
@"folks asking about the update" I'm waiting for 1.7 to update the mod. It looks like it still works fine with 1.6, so it should be okay to continue using it.

@CaNaDiaN TWiN I don't know how it works in multiplayer. Theoretically, it should work fine in multiplayer, since it's based on states and they only have one owner at a time. There's code for when a state changes hands, and I think it would sync just fine.

@Azure As long as your economy can keep the centers stocked, then yes, it would enable you to support an army twice as large. However, once you're out of supplies, it will really hurt your military as you'll be trying to stock while continuing to supply your army.

----

As a general update, I'll just say that I have a lot of fixes and enhancements that I want to add for 1.7. However, my priority when 1.7 comes out will be pushing out a quick patch first and then adding other stuff later.
Azure 2024 年 4 月 26 日 上午 6:54 
Maybe a stupid question but if I make twice the amount of logistics centers you recommend, does that mean I could support a an army twice as large of what I would be able to support in vanilla?