全面战争:战锤3

全面战争:战锤3

Fully Custom Garrison - 6.3 Update
391 条留言
o易云山o 10 月 15 日 下午 7:19 
GRAND CATHAY,Nongchang Basin Cannot select garrison
Ghostgg10 10 月 14 日 上午 10:18 
sometimes while loading a save i get like this https://ibb.co/dw8JKkyk and next turn all customised garrison units vanish
o易云山o 10 月 10 日 下午 10:33 
There is a city in Zhendan that cannot station troops.The three checkpoints in Changyuan still have stationed troops.
BlackJackGear  [作者] 10 月 10 日 上午 10:23 
I will try to find some improvements, but sadly modding can only do so much, at some point we would need CA to improve the current garrison system.
Fog 10 月 10 日 上午 9:16 
Yeah something is extremely wrong here with load times. Starting a new campaign with this active with default settings causes a jump from 37 seconds to around a full 3 minute load time. That's for any map load as mentioned below so exiting a battle or save load. I have a very high end system. I would assume it's an interaction between some other mod(s) that I have. I'm not sure the best way to share my modlist in comments though.
BlackJackGear  [作者] 10 月 5 日 下午 10:07 
It is a lot more noticeble on lower end system, which would struggle with load times already
toughNOOB 10 月 5 日 下午 4:07 
TLDR; I have noticed no change in loading times on my end.

Ryzen 5800x3D user with standard SATA SSD.

Also using Abilities and Spells and No Default Garrison. I have many mods installed, mostly SFO, Mixu, all FSFranger battle maps, UI stuff, and cosmetic stuff like custom looks for lords and beautiful female lords and heroes.
BlackJackGear  [作者] 10 月 4 日 下午 11:26 
What he said about load times, I hope to dind a way to improve them at some point.
Секатор 10 月 4 日 上午 10:17 
❗❗❗❗❗!!!EVERYONE SHOULD READ THIS BEFORE INSTALLING THIS MOD!!!❗❗❗❗❗


This mod somehow negatively affects the campaign map loading time. Standalone, it just slightly increases it with some freezes. But with many other mods installed it essentially doubles the loading time. I strongly recommend that you inform people about this possibility in the description, thank you.


❗❗❗❗❗!!!EVERYONE SHOULD READ THIS BEFORE INSTALLING THIS MOD!!!❗❗❗❗❗
»‡«nerubian»‡« 9 月 21 日 上午 6:12 
Hello, thank you for the mod. Can you explain the terms "Base build point budget" and "Base strength bonus" for the mct configuration ? Thank you.
BlackJackGear  [作者] 9 月 20 日 上午 11:40 
Everyone please use the bug report forms in the links above for reporting bugs.
Steam comments are getting to disorganized with the number of mod I have on the workshop at this point

@Mumm-Ra no idea what kind of issues you are having with the heroes, my mod doesnt spawn any.
Abilities and spells doesnt spawn heroes either.

Units from special mechanics are not allowed into garrisons (in most cases).

@Ghostgg10 I thought I had fixed that issue :(
Ghostgg10 9 月 20 日 上午 11:04 
https://ibb.co/hR6qNMzY . do i need any UI mod to prevent this. this happens mostly in capital region of a province
Mumm-Ra 9 月 16 日 下午 6:15 
Ya I can't even build hero's yet. Maybe it has something to do with Abilities and Spells for Garrison Heroes mod.
Mumm-Ra 9 月 16 日 下午 6:12 
Something weird is going wrong with the Tamurkhan play. I'm getting a herald hero to pop up near settlements and he's completely unselectable, Naeglor Lord of Ague. I moved my army into the garrison 19/19 so i wouldn't have to pay for the upkeep. Egarl (Dark Fury) is my Chaos Lord with some units, he has 1 unit of Chaos Chariots of Nurgle that are from Tamurkhan's unique hero mechanics. Those units are unable to be garrisoned.

https://ibb.co/ksM4Rzn8
Krakenous 9 月 15 日 下午 2:30 
Ah I see you split them up! Great idea, gonna check them out again for sure.
BlackJackGear  [作者] 9 月 15 日 下午 1:40 
End turn times are good (for me) comp submod has been split up so that is better as well.
Load times are longer then vanilla, nothing I can do about it, if you cant stand those better don't use it.
Krakenous 9 月 15 日 上午 1:01 
Been a while since I checked in, how is the performance impact and turn optimisation going? As that was the biggest impact after a few turns I noticed, they basically doubled the time especially when using the submod for mod units compatibility.
BlackJackGear  [作者] 9 月 14 日 下午 1:26 
I am back from break

@Mumm-Ra yes thats the button, since nurgle does not have regular recruitment the button does nothing, I should probably just hide it for those factions.

@Dragonborn No, but there is a mod that increases their chance to occur.

@2guildwars yes there are mct options to adjust size. Something like Tier X Unit Limit
Now that I see it I should probably rename them to something better.

@Mumm-Ra yea annoying visual bug, should be fixed in the next update.

@TheGrandSirPiggy compat for a bunch of requested mod will be added soonTM
Mumm-Ra 9 月 13 日 下午 2:16 
1 Click on Garrison Details:
https://ibb.co/FkGxPfWX

2 Clicks on Garrison Details:
https://ibb.co/4nL1nynw

I'm playing Tamurkhan's campaign. I've got quite alot of mods running. IEE with all of SCM's factions. All the OvN mods too. When I click on the Garrison Details, you can see in the results in the first pic. But if I click on the button again, it fixes its self.
2guildwars 9 月 13 日 上午 12:27 
Hey, is there an option with MTC to make all garrisons (AI included) smaller ? Thanks
Dragonborn 9 月 10 日 下午 2:52 
Can you make a MOD let player can build the unusual locations ?
Mumm-Ra 9 月 9 日 下午 3:25 
"Units can be recruited directly in the settlement via a new button located beside the hero recruit button."

I'm using alot of mods, so there may be conflicts. But I don't see this new button beside the hero recruit button

https://ibb.co/PzMfMTW5

you mean this button?
https://ibb.co/V0FCZD94
BlackJackGear  [作者] 9 月 8 日 上午 11:12 
@ComradDaniel yes, cant be removed
ComradDaniel 9 月 8 日 上午 10:37 
I dont know if it is meant to happen but i cant seem to delete the original garrison...
BlackJackGear  [作者] 9 月 5 日 上午 9:45 
Garrison armies with more then 40 units is not generally possible.
This mod changes the army limit, but from my testing does not work for ai garrisons.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3297164969

As for removing default garrison units:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3350564210
MistikalMoon 9 月 5 日 上午 8:39 
Do you have any plans to remove the default garrisons and allow garrisons to go up to 40 unit cards?
BlackJackGear  [作者] 9 月 4 日 下午 12:00 
@TheHippoAtYourWindow havnt really found out anything yet, maybe on the weekend
BlackJackGear  [作者] 9 月 4 日 上午 11:59 
Compatibility for "Legion of Greed" added to the chaos submod
Jyggalag 9 月 4 日 上午 6:47 
Submod for new "Legion of Greed" faction mod please
TheHippoAtYourWindow 9 月 2 日 上午 11:17 
I have a little more context for the disappearing garrison troops. At some point during the game, the entire garrison block gets grayed out and the custom garrison count reads 0/0. From there no troops can be recruited or removed, and reloading any save after this will cause the troops to be removed. Still not sure what causes it in the first place though
TheHippoAtYourWindow 9 月 1 日 下午 12:15 
Just posted, thanks
BlackJackGear  [作者] 9 月 1 日 上午 10:48 
If you want you can post the mod list in the bugs discussion, I can have a look when I have some downtime
TheHippoAtYourWindow 9 月 1 日 上午 10:07 
Yea everything i put in is just gone sometimes when i load in, putting more in doesnt make them come back. never have the issue in the same session, just when im loading up a save. wonder if its not persisting them for some reason. im playing chorfs with some other mods, but nothing that should affect garrisons so idk. cool mod though!
BlackJackGear  [作者] 8 月 30 日 下午 12:28 
@TheHippoAtYourWindow did the entire garrison disappear?
I had that happen once, for some reason the game forgot to show it, and after trying to add a unit it showed back up.
If its just some units then I have no idea.
TheHippoAtYourWindow 8 月 29 日 下午 4:38 
anyone run into the issue where units placed into a garrison disappear after reloading a save?
BlackJackGear  [作者] 8 月 24 日 上午 12:37 
Or just use the balance discussion here.

Settlement clickbox is finally fixed now
BlackJackGear  [作者] 8 月 23 日 下午 2:16 
Sure, you can find me on the modding den discord.
DAREdavel 8 月 23 日 下午 2:12 
@BlackJackGear The offset clickbox for settlement banners is no problem after you get used to it.

Enabling garrison upkeep in MCT and setting the free builds slots to 0 is a workaround to correctly show garrison upkeep in treasure UI according. Force-updating treasure income (f. ex. disbanding/instant-recruiting any unit/lord/hero or adding a unit to a settlement garrison via this mod) is required to see the UI change.

I guess that in all cases, the AI does not pay any garrison upkeep? IMO that is needed to not break the campaign AI.

Since I don't want to flood the comments, would you prefer opening a discussion instead for lengthy questions/feedback? Anyways, this mod fixed the "too easy to expand" issue for me, and added the unit variation needed to make this game fun once more. Thank you!
BlackJackGear  [作者] 8 月 23 日 下午 1:59 
Yep that's it, no restrictions.
Tho to be perfectly transparent, with default settings its impossible for the ai to get high tier units until probably turn 50 or so.
They get a bonus on game start for the starting units so those can be quite high, but after that its mostly tier 1 and 2 and a bit of 3.
Also depends a bit on how the bonuses stack
For example province capitals get a bonus and faction capitals as well, with those stacking its possible to get better units in that specific settlement.
All these are mct adjustable, you can take a look at the mct guide in the discussions or just test it out.
DAREdavel 8 月 23 日 下午 1:39 
@BlackJackGear Sorry, but I still don't understand the "only recruitable" option.

My interpretation is that if toggled on, then the AI has their global recruitment for garrisons. The garrison unit distribution would still take weightings into account, but recruit/upgrade units over the end turn and neglect recruitment duration (f. ex. Empire could get a Steam Tank in one turn in any settlement, given they can recruit one and is rolled by the mod).

If toggled off, it is *any* unit of the faction (f. ex. Empire could get a Steam Tank in any settlement in one turn in any settlement, even if they don't have the required building yet is rolled by the mod). Are there any constraints in place preventing the AI from getting a T5 units such as Steam Tanks in the early game?
BlackJackGear  [作者] 8 月 22 日 下午 12:09 
@DAREdavel
No idea what I updated 2 days age, tho I try to keep the changelog up to date, so that would be the best history source.

That issue with the settlement button again, I need to check that.

To see the upkeep icon you have to enable upkeep in mct, then it shows up on the unit card.
The upkeep cost is shown on the top left of the settlement panel, same place as the one on the military force panel. If you hover over it it will show the free slot breakdown provided by the buildings.

"Only recruitable" allows the automatic generation to select units only from those the faction can recruit anywhere at all.
The default behavior is that it selects from all units a faction has theoretically available no matter if they are recruitable or not
DAREdavel 8 月 22 日 上午 10:00 
I would also like to ask for some clarifications from your descriptions:
In the feature guide on UI:
"An overview of the provided slots is visible when hovering over the garrison upkeep amount in the settlement panel. Every unit has a little icon that shows if its free." Where can I find this? I can only see if it is a custom unit with the fort symbol, but otherwise nothing.

About the "only recruitable" MCT setting:
Is this only for AI/auto-generated garrison? What is the difference between "all units a faction has available" and "factionwide"? With all other settings on default, I did not notice any immediate changes. My guess is that the default option is local recruitment vs global recruitment for AI garrisons?
DAREdavel 8 月 22 日 上午 9:58 
May I ask what you updated two days ago? If it has to do with the script break warning "attempt to index local 'settlement_list' (a boolean value)" then your fix worked as I am no longer getting this warning. What remains is that the settlement clickbox is off-center (https://imgur.com/a/1bkVUAf) . I tested this with all my other mods and vanilla vs. all mods including your FCG and vanilla with only FCG. Double clicking a settlement to zoom in works perfectly fine. Only an issue with settlement banners, province banners have always worked for me.
Aku 8 月 21 日 下午 12:46 
It's a tough one to work with. There was a very impressive group working on 40 unit armies on the modding den, but after the mod was published it has gone pretty quiet. AceTheGreat is doing great work with it now but without access to certain parts of the game from CA it's finicky.
BlackJackGear  [作者] 8 月 20 日 上午 10:53 
@Aku I have been trying some stuff for that but so far found nothing working / practical.
Maybe at some point
Aku 8 月 20 日 上午 10:08 
I'd be very curious to see how you try unlimited garrisons, I know with 40 units mod any siege attrition on armies above 20 units crashes the game. Thanks for all of the support you've provided for this impressive mod!
BlackJackGear  [作者] 8 月 16 日 下午 11:56 
@Hecleas long? sadly yes, infinite, no that would be an issue
Hecleas 8 月 16 日 下午 9:22 
The mod works very well, but is it normal that with this mod when I want to restart a save, the loading is infinite?