全面战争:战锤3

全面战争:战锤3

Cost-based Army Caps UI & Bugfix Submod
71 条留言
Major Kairos 10 月 29 日 上午 3:31 
I'm checking and if you enable the supply lines mechanic the log gives you a big fat script error:

[savegame] <1198.4s> Saving value long_savegame_strings_map [return {}]
[out] <1198.4s> BIG FAT SCRIPT ERROR
[out] <1198.4s> [string "script\campaign\mod\cbac-sl.lua"]:35: attempt to call method 'add_effect' (a nil value)
[out] <1198.4s> stack traceback:
[string "script\_lib\mod\pj_error_wrapping.lua"]:62: 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>

Related to the supply lines mechanic not applying probably
Major Kairos 10 月 29 日 上午 3:23 
Been using this mod for a while and wanted to know if the optional supply mechanic (Cost Based Supply Lines it's called) works. The original mod mentions a submod that removes supply lines, I've been trying the mechanic but it doesn't seem to work correctly (maybe Wolfy didn't port it at the time? Idk)
Notthebeegees  [作者] 10 月 4 日 下午 1:21 
not the mod's fault, I've played plenty of orc waaghs. Unless they changed how waaaghs work recently, its another mod you're using.
manolo 10 月 4 日 上午 9:00 
Problem with Orcs while Waaagh, cost explosion, cant handle it... and crashes if i try to delete horde...
Kaijin 9 月 24 日 上午 5:03 
As Tag_Ur_It--> has been saying, it looks to mostly be tied when a Lord or Hero level up and auto-equip a new mount that ends up bringing them over; especially if it happens from a fight during the AI turn.

Playing with it longer, I notice it's not completely permanent. There seems to be a turn counter on the debuff, and sometimes it goes away after eating a turn even if it said 7 turns remaining.

Still, it doesn't matter what I do with the army when it hits, I'm eating a turn of the 3x upkeep and no replenishment penalty. Absolutely brutal when it happens on the frontlines of a heavy war.
Tag_Ur_It--> 8 月 28 日 上午 11:08 
Fair enough
Notthebeegees  [作者] 8 月 28 日 上午 1:13 
I never actual touched the original hero code, no clue. Everything I did was in the lua.
Tag_Ur_It--> 8 月 28 日 上午 12:22 
I swear it did beforehand but now I see more than 2 heroes on some armies. Could it be that removing the penalty made the ai not care? Just in case I added it back to 100 on the table.
Tag_Ur_It--> 8 月 28 日 上午 12:08 
Does the hero limit affect the AI too?
Tag_Ur_It--> 8 月 26 日 上午 8:49 
No we understand that, the problem is most lords get passive xp gains so whenever they gain a new level and a new mount you start the turn in too much cost and you lose that money. In their case it's permanent but I found out it was climate adjustment causing MY issue. But I figured out how to remove the cost penalty so thank you.
Notthebeegees  [作者] 8 月 25 日 下午 11:27 
Oh wait a minute, ya'll are talking about pushing the cost back below the limit by removing mounts and maybe chars? You gotta refresh the calc by recruiting or disbanding a unit to remove the debuff.
Tag_Ur_It--> 8 月 25 日 下午 8:20 
Thank you for your time. Without this mod I honestly wouldn't even play this game. Doomstacks make the game so boring and unfun
Tag_Ur_It--> 8 月 25 日 下午 7:54 
Well then, guess i'm going to learn something new this week.
Notthebeegees  [作者] 8 月 25 日 下午 7:33 
If you download rpfm and edit the script file then yeah.
Tag_Ur_It--> 8 月 25 日 下午 7:16 
Damn, well I just did a test where I started a turn with more than the maximum and the penalty was not permanent. I think it has to do with the auto enabling of mounts cause in both of my campaigns so far that's the only time I went over it. is there a way to turn off the upkeep penalty and just keep the movement one to test it out.
Notthebeegees  [作者] 8 月 25 日 下午 6:30 
My gpu died so I can't play the game anymore, sorry.
Tag_Ur_It--> 8 月 25 日 下午 5:58 
I have the same issue as @Kaijin which would be fine but like lords level up and auto equip new mounts that then ♥♥♥♥ up upkeep. My upkeep says 6,000 but i'm actually getting 2,500
Notthebeegees  [作者] 8 月 24 日 下午 1:54 
♥♥♥♥♥♥♥♥♥♥♥♥
Tag_Ur_It--> 8 月 13 日 下午 11:51 
Is this standalone? Or do I need the original mod? I'm using both right now and no issues but someone said it's standalone and I don't wanna ♥♥♥♥ up anything
Kaijin 8 月 12 日 下午 5:20 
Having a current issue where sometimes going into the negative surplus inflicts the x3 upkeep penalty; which is fine, working as normal.

The issue is when the surplus is fixed (positive again), the upkeep *stays* at x3. That Lord forever has x3 upkeep no matter what I do.
wrought82 5 月 23 日 下午 11:11 
Also; does this mod affect what units are recruited by AI
wrought82 5 月 22 日 上午 1:44 
is there any way to modify the upkeep penalty? it seems like its if > thershold upkeep x3, but i feel like if >threshold then upkeep x (cost/threshold) would be a lot better and more dynamic
ugh i looked but cant find; can you give me some hint at where the penalty is applied in the code? i can find supply lines and garrison - neither of which i think affects game ?? but cant figure out where costbased is applied...
trisim_o 5 月 18 日 下午 2:15 
Playing as Gorbad, after the end turn it sometimes counts the Waagh army as an actual army that costs upkeep - same thing happens sometimes after deleting or merging a unit from my army to recruit new units. The game crashes right after as well, so far relaunching the game and trying the same thing again usually works.
art_loots 4 月 2 日 下午 2:57 
Ah found the issue i was having.
if you have both mods enabled ( so main mod and this submod) main mod was the prime mod being loaded. so i didn't get the actual cost shown like in the 2 pictures.

hope this helps someone in the future
Quandavio Quogoongoongiggins 3 月 28 日 上午 6:40 
Assumed this was antiquated bloat. Wrong. Liked
Maal 3 月 21 日 下午 2:28 
Oh, I hadn't seen that this existed. I prefer the flexibility of the cost based cap to the Table Top one (I had even made a submob in Warhammer 2 with a tons of extra capped modded unit, as each unit had to by manually added to the script like TTC), but the lack of proper UI made it too much of a pain to manage.
Jolc3r  [作者] 3 月 20 日 下午 6:15 
It's possible
MightNight 3 月 20 日 下午 5:50 
Oh snap I didn't know this was a standalone. In that case is it possible to make "Allowed Heroes for army" also affect the AI?
Notthebeegees  [作者] 3 月 20 日 下午 4:17 
I never claimed to be a skilled communicator
Walkabout 3 月 20 日 下午 4:15 
@InfoManiac Ta mate. Yep the confusion was strong with me. I couldn't get past the "Submod" in the title. :)
InfoManiac 3 月 20 日 上午 6:10 
yea just noticed the tooltip thingy. i was thinking my hard set limit increase wasnt working until i realized it was only when recruiting units (it was adding the unit cost number to the potential increase in the total army cost info). Interesting but thankfully you let us know.

Might want to preface it in your description or somehting so other, lazier, people dont get confused.
InfoManiac 3 月 20 日 上午 5:37 
ZAAAMN
Notthebeegees  [作者] 3 月 19 日 下午 9:50 
@InfoManiac nothing, I actually fixed more things than I though I did and took the absence of those things to be a problem. Pending any further issues being discovered, the mod now works bug free.
(That said, I might try to make the tooltips more consistent in the future, right now pining a unit card can cause a tooltip miscalculation. Doesn't effect actual internal logic though.)
InfoManiac 3 月 19 日 下午 9:16 
@walkabout read further down 5 comments lol. you dont need both.

I mainly wonder what the other breaking things is.
Walkabout 3 月 19 日 下午 7:19 
@Jolc3r so i can delete Wolfy's one and just use this mod? The term submod is throwing me.
Jolc3r  [作者] 3 月 19 日 下午 3:09 
yippeee
Notthebeegees  [作者] 3 月 18 日 下午 7:19 
Scratch that, everything should be good now.
Notthebeegees  [作者] 3 月 18 日 下午 6:44 
Good news: I found what causes the softlock!
Bad news: Fixing it breaks other things for no discernible reason.
Guts 3 月 16 日 下午 1:14 
You're a god bro
Turow ☦ 3 月 14 日 下午 3:34 
Damn. This will get me to play the game after months of not doing a campaign. THIS is a game CHANGER.

God bless original modder and Jolc3r. :WH3_clasp:
Jolc3r  [作者] 3 月 14 日 下午 1:45 
This one works as standalone as an overall improvement. You can enable both if you want, this one will supercede it.

Works if you enable it mid campaign for any campaign (ROC, IE, IEE, Old World). Works on both AI and you, although the hero caps are not enforced for AI if you use it. See description on the other mod for details. Tooltips are fairly descriptive for the mod settings if you use MCT.
Turow ☦ 3 月 14 日 上午 6:28 
This mod... looks incredible. To have multiplayer armies in main campaign? This should have been implemented as an option since WH1.

I see there is another mod, which one should I get folks?

Does it work on an existing save game? Does it work on AI or only me?

Looks incredible :Gifting:
Malignant Peasant 1 月 18 日 上午 6:32 
Thanks for keeping this awesome mod up and running
Notthebeegees  [作者] 1 月 18 日 上午 1:23 
And the event manager bug is fixed entirely by accident.
Notthebeegees  [作者] 1 月 18 日 上午 1:21 
New update should dramatically improve performance.
Daverin2112 1 月 8 日 下午 3:42 
Good choice. ;)
Walkabout 1 月 8 日 下午 3:39 
awesome TY
Daverin2112 1 月 8 日 上午 5:32 
So is the only difference now between versions the UI additions? If so, feels hard to call it obsolete when said UI additions are so welcome!
Wolfy 1 月 7 日 下午 11:47 
@JARAXXUS

It is not feasible to go lower than 7k because the AI is too dumb to properly manage that. It gets stuck into a constant recruitment loop (recruting units every single turn without moving) because it can not manage properly such a low budget.
Wolfy 1 月 7 日 下午 11:46 
I finally updated the main mod. I hope it all works fine now.