全面战争:三国

全面战争:三国

Impassable Gatepass - Military Access Required
32 条留言
w19359 11 月 9 日 上午 8:40 
你好,这个MOD很不错,我汉化了一下并整合到我的MOD里了,汉化文件我也已经发布到工坊,如果您觉得不妥,我会移除。:steamhappy:
Helmet Too Tight  [作者] 10 月 2 日 下午 9:45 
Not sure I understood your first point - are you saying that denying one unfriendly faction causes other friendly neutral (positive relation) factions to issue ultimatums? That would be a bug if that's the case, but I don't think I've been able to produce that scenario in testing.

As for player declaring war instead of AI declaring war, I believe that is a limitation of the engine. I was leveraging behavior from campaign dilemmas for this (you'll notice that campaign dilemmas always have the player declare war on AI). I wasn't able to get the AI to declare war on the player via tables, nor through scripting. For some reason, when the player is the target of a forced declare war event, nothing happens. If any modders have been able to script diplomatic actions against players successfully, I'd love to revisit this but until then it unfortunately doesn't seem possible...
[WÖH] Ebentorro 9 月 27 日 上午 9:02 
Great mod, mostly working as intended. But I have a couple of issues. First it looks like rejection counter is common for all factions. Meaning if you deny one faction several times to the brink of war declaration from then on every faction trying to pass is giving an ultimatum regardless of relation and or rejection times. Second point is if you ignore their ultimatum and war is declared game behaves as if the player has declared war and applies trust penalties if there are any trade and/or peace treaties in effect. I don't know if this is an oversight or intended (or game engine problem) but it feels wrong. Why would the player declare war on a faction waiting outside it's gates? The war should be declared by the ultimatum's issuer.
Helmet Too Tight  [作者] 6 月 29 日 下午 2:46 
I'm not familiar with the counting rod mod, you'll have to ask Alex lol

The dead unit tell no tales is an interesting and very clever mod, I don't really understand how it works since it's changing the xml files. You probably can do what you're suggesting but you would have to parse through the xml file to find what you need....I don't think there's a way to replicate the behavior via scripting (at least not that I was able to find). I'm probably not the best source of info for that, I've only played around with tables and scripting
Ulfhedinn_ 6 月 29 日 下午 1:20 
Great. Before I go any further, one last question:

Do you know if Alex Zhao managed to combine "Dead Unit Tell No Tales" with "Counting rods in Unit Card" in his "Unify After Long Divide" mod?

At "Dead Unit Tell No Tales" (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2474896950) I made a suggestion that I would like to know if you think is possible.
Helmet Too Tight  [作者] 6 月 29 日 下午 1:00 
it's certainly possible, but I recall there are some bugs with it in the tables since those characters are considered "unique" (I previously tried it myself using the existing generic character templates and swapping out the art sets, but the portraits end up being bugged and having no face lol). I don't think you can use scripting alone to achieve it, I think it definitely requires table editing (highly recommend getting RPFM over the assembly kit CA provides)

TROM leverages those character portraits for some of its unique character portraits by editing the "art set override" column in the character_generation_templates table, but I remember something like they had to make a new character template from scratch and turning the existing template into a generic character? I don't quite recall the details but there was some funky business; I'd recommend looking into how TROM does it if you're interested in that
Ulfhedinn_ 6 月 29 日 上午 3:38 
There comes a point where we all hit the limits of modding.
No problem, my friend. This version here is already remarkable.
Thank you very much for your contribution to the gaming community.

Another Topic. Inspired by other mods here in the workshop I would like to use the models of the eight princes to distinguish other characters in the Three Kingdoms campaign. What is the best way to do this? Is it possible to not touch the Creation Kit and just use scripts? Would you be able to do that?
Helmet Too Tight  [作者] 6 月 28 日 下午 7:12 
Tbh I'm having a bit of trouble with it lol, it's unfortunately not as trivial as it seems. The way it's set up in tables is usually having the player declare war on AI from scripted events (most scripted events from the campaign has the player declare war on the AI, which is what I was leveraging). I tried using a coded declare war in Lua, but it doesn't do anything when the player is the target faction...I think it may have something to do with the turn sequence? I'm still working on it but it may genuinely not even be possible to do
Ulfhedinn_ 6 月 25 日 下午 10:04 
Hi. Any update on the non-friendly faction being the one declaring war?
Хаосит 5 月 30 日 下午 11:07 
Yes, a translation mod is basically an overwriting of the text folder. With this one, however, I had certain issues (crashed the game), and after several tests I deemed the lua script's possible incompatibility with cyrillics as the most likely cause.
I was thinking to ask you about the script's interaction with the text, encodings and stuff, but, having slept on it and re-checked everything, it seems that poor internet connection in my current place messed up the launcher and it didn't turn off all the mods I told it to. So, it seems the problem I had is a compatibility one, gotta test it further. Sorry for disturbing, thanks for helping me get to it.
Helmet Too Tight  [作者] 5 月 30 日 下午 7:36 
I'm not really familiar with translation mods, but I will point out that the localizations (.loc) contains all the text in this mod. You shouldn't have to mess with the lua script unless you're trying to change core behavior logic; the code doesn't control any of the front end text display (that's handled by the locs)
Хаосит 5 月 30 日 上午 10:54 
Hey, could I get some help from you with the mod's lua? I was trying to make a Russian translation submod for it, but it keeps crashing the game at launch. After several tests, I presume the case is most likely that the mod's lua script can't handle cyrillics. The problem is I don't know a thing about lua, and the most obvious measure of trying to save it with an appropriate encoding didn't help.
Helmet Too Tight  [作者] 4 月 12 日 上午 11:46 
It goes to war if their relationship with you is already negative (-25). I can change this threshold to something more negative (or you can if you have RFPM). I'll look into seeing if I can reverse the arguments in the code to see if I can force the AI to declare war instead of the player.
Kaya the Lightning Dog 4 月 12 日 上午 11:38 
Yeah, i've had the same issue on the war aspect. Why does the relationship just goes into war when i didn't allow them to pass? Even though it feels hilarious but i prefer this doesn't result in war
Gado 4 月 12 日 上午 12:37 
ok i dont understand why is it that if i dont allow passage im the one that declares wwar and get a penalty??? Its not me initiating to pass my own gate its an invading army ythat wwants to pass and thus attack me. Weird mod
Helmet Too Tight  [作者] 4 月 6 日 下午 3:12 
Lol the screenshots literally show those things as the options in the dilemma. The dilemma is there to prevent the AI from getting stuck when repeatedly trying to go through the gates. If you don't like this behavior, just use Alex's vanilla version linked in the description
Cecil XIX 4 月 6 日 上午 4:43 
I had two things happen which where not noted in the description. First, the option says that agreeing to let them pass results in a military access agreement. Second, if you refuse passage and war breaks out the player is blamed for breaking any existing treaties. Don't like it.
trueshield24 2 月 20 日 上午 10:00 
Awesome mod! Thank you!
Dowdpride 2 月 19 日 下午 5:30 
This is fantastic, doing gods work my friend. Should have been in the game day 1
Azza909 1 月 31 日 下午 7:15 
Oh yeah that would be a lot of hard work doing it for every settlement like we are talking about 300+ places here
Helmet Too Tight  [作者] 1 月 31 日 下午 6:58 
Possibly, although I think it might be difficult with the current implementation since we'd have to set up constants for every settlement's map coordinates (Alex set up the pass coordinates, I don't really know much about how he retrieved them). Ideally CA would just not allow neutral armies through other factions' zones of control without military access but I couldn't find the code for the zone of control logic
Azza909 1 月 30 日 下午 9:32 
I was just wondering can this also be done with faction settlements ?
Helmet Too Tight  [作者] 1 月 28 日 下午 9:18 
It's just the alternative unit portrait style in settings (in the vanilla game). I think some mods (like TROM) might disable it
mikecohu82 1 月 28 日 下午 8:16 
how do you get those units like that? mine does not have that
balaclava Lover 1 月 28 日 上午 5:04 
진짜 nice mod다
Azza909 1 月 27 日 下午 8:01 
No Problem it was funny to watch tho my general getting pushed back XD
Helmet Too Tight  [作者] 1 月 27 日 下午 5:22 
Oops lol, fixed now. Turns out when the pass is abandoned, the hidden "owner" is a faction called "rebels" so the script wasn't exiting as expected. Thanks for catching the bug lmao
Azza909 1 月 27 日 上午 12:52 
hahaha I got a bug you can't take a raze city gate it keeps just pushing back your general so you can't rebuild a gate when it's been raze to the ground XD
Azza909 1 月 26 日 上午 9:57 
Sounds good it's always been a annoying thing for me in Total war games having A.i just walking into your lands
Helmet Too Tight  [作者] 1 月 26 日 上午 9:51 
Lol, good question. There's a catch in the code for if the same AI faction triggers it multiple times in a single turn to limit it. You will at most get one dilemma per faction attempting to trespass. Now if the AI attempts to trespass against next turn, you might get the same dilemma again lol. Lmk if that happens often and I might edit the code to force an ultimatum in the second attempted pass
Azza909 1 月 26 日 上午 7:35 
My question is how many times does the A.i keep trying to enter the gate will you be spammed with this event message multiple times on the same turn ?
DatWeebComingInHot 1 月 25 日 下午 12:37 
Oh damn this looks good. Seems like a must have in any mod list.