全面战争:战锤3

全面战争:战锤3

Eviltide
56 条留言
Spencer 11 月 8 日 上午 6:56 
-- If that subculture is disabled in config, ensure ritual is locked
if not config.Enabled[sc] then
cm:lock_ritual(context:faction(), ritual_key)
return
end

-- At this point the subculture is enabled and we're past start turn
if rand <= tide_chance then
-- Unlock, perform and then lock ritual (mimics original behaviour)
cm:unlock_ritual(context:faction(), ritual_key)
-- perform_ritual signature: (faction_name, region_name, ritual_key)
cm:perform_ritual(context:faction():name(), "", ritual_key)
cm:lock_ritual(context:faction(), ritual_key)
else
-- didn't trigger this time; ensure ritual remains locked
cm:lock_ritual(context:faction(), ritual_key)
end
end,
true
)
end
Spencer 11 月 8 日 上午 6:56 
-- ##################################################

core:add_listener(
"eviltide_listener",
"FactionTurnStart",
function(context)
local sc = context:faction():subculture()
return config.Rituals[sc] ~= nil -- only listen for factions we care about
end,
function(context)
local sc = context:faction():subculture()
local ritual_key = config.Rituals[sc]

-- safety checks
if not ritual_key then
return
end

local tide_chance = config.Tide_chance or 0
local rand = cm:random_number(100)
local turn_number = cm:turn_number()
local start_turn = config.Start_turn or 0

-- If turn is before start_turn, lock the ritual for that faction
if turn_number < start_turn then
cm:lock_ritual(context:faction(), ritual_key)
return
end
Spencer 11 月 8 日 上午 6:55 
Rituals = {
["wh_main_sc_chs_chaos"] = "chs_eviltide_1",
["wh3_main_sc_nur_nurgle"] = "nur_eviltide_1",
["wh3_main_sc_sla_slaanesh"] = "sla_eviltide_1",
["wh3_main_sc_kho_khorne"] = "kho_eviltide_1",
["wh3_main_sc_tze_tzeentch"] = "tze_eviltide_1",
["wh2_main_sc_skv_skaven"] = "skv_eviltide_1",
["wh_dlc08_sc_nor_norsca"] = "nor_eviltide_1",
["wh2_dlc09_sc_tmb_tomb_kings"] = "tmb_eviltide_1",
["wh2_dlc11_sc_cst_vampire_coast"] = "cst_eviltide_1",
["wh_main_sc_vmp_vampire_counts"]= "vmp_eviltide_1",
["wh_dlc03_sc_bst_beastmen"] = "bst_eviltide_1",
["wh3_dlc23_sc_chd_chaos_dwarfs"]= "chd_eviltide_1",
["wh3_main_sc_dae_daemons"] = "dae_eviltide_1",
},
}
Spencer 11 月 8 日 上午 6:55 
["wh_main_sc_chs_chaos"] = true, -- Chaos
["wh3_main_sc_nur_nurgle"] = true, -- Nurgle
["wh3_main_sc_sla_slaanesh"] = true, -- Slaanesh
["wh3_main_sc_kho_khorne"] = true, -- Khorne
["wh3_main_sc_tze_tzeentch"] = true, -- Tzeentch
["wh2_main_sc_skv_skaven"] = true, -- Skaven
["wh_dlc08_sc_nor_norsca"] = true, -- Norsca
["wh2_dlc09_sc_tmb_tomb_kings"]= true, -- Tomb Kings
["wh2_dlc11_sc_cst_vampire_coast"] = true, -- Vampire Coast
["wh_main_sc_vmp_vampire_counts"] = true, -- Vampire Counts
["wh_dlc03_sc_bst_beastmen"] = true, -- Beastmen
["wh3_dlc23_sc_chd_chaos_dwarfs"] = true,-- Chaos Dwarfs
["wh3_main_sc_dae_daemons"] = true, -- Chaos Daemons
},
-- Ritual keys mapped by subculture
Spencer 11 月 8 日 上午 6:55 
-- Standalone eviltide() without MCT dependency
-- Edit the `config` table below to change behaviour.

function eviltide()
-- #### CONFIG (change these defaults as you like) ####
local config = {
Tide_chance = 20, -- percent chance (0-100) each applicable faction turn
Start_turn = 10, -- earliest turn eviltide may trigger
-- Enable/disable per-subculture (true = enabled)
Enabled = {
Spencer 11 月 8 日 上午 6:54 
If you wanted to use this for multiplayer, chat gpt removed the dependency and it seems to work, you can change the config in the file. This is changed in the pack file > script > campaign > mod > eviltide.lua
I believe the strings inside the function were making it try to lookup mct and failing which failed the function as a whole. If you want to test for yourself, just set the chance to 100 and the turn to 1 then select an evil faction and see it happen.
Kaldreth 9 月 15 日 上午 9:49 
It would be nice to have an option to manually cap the waaagh army size, or have it automatically ignore dummy units from the Smaller Armies mod.
ZeButcher888 6 月 3 日 上午 12:37 
does load order matter?
modmodmod 5 月 6 日 上午 11:23 
악세력이 강해져서 판도가 훨씬 재미있어지네요 강추입니다.
Crom 4 月 5 日 上午 2:23 
Greetings!

Any chance this mod can work without MCT?(maybe with just the standard numbers?)
i play mostly in Multiplayer with my Wife and we like to spice things up in difficulty but MCT will dsync every round.

Anyway thank you for your efford and your creative work!
Vengeful Lioness 4 月 3 日 上午 6:00 
The mod doesn't work anymore, any updates in mind or are you going to wait for a bigger update?
Castian 3 月 16 日 下午 7:56 
Any chance to include all the factions?
I mean, this is a great alternative to play with 40 units as TW Warhammer 2's mod.
I would love to see all factions have a 20 roster of chosen units and 20 other units made up of lesser rank fillers for massive battles.
WadeTales 2 月 27 日 上午 11:23 
awesome thanks for listening! love using this mod btw!
AraNg  [作者] 2 月 26 日 上午 6:55 
@WadeTales I checked about your report, and it turned out to be an issue caused by the existing khorne transport army data. I’ve fixed it by overwriting that data key, but I’ll think of a better solution. at least for now, it shouldn’t be just flesh hounds showing up.
WadeTales 2 月 25 日 上午 8:37 
so i need rpfm to fix it?
AraNg  [作者] 2 月 25 日 上午 6:48 
@WadeTales i set the flesh hounds 10%, maybe bad luck? If RPFM is installed, check the 'transported_military_force_unit_pool_entries_tables'. There, you can verify the proportions I set.
WadeTales 2 月 25 日 上午 5:09 
it seems like khorne only gets fleshounds is that intended or is it a bug?
Kaldreth 2 月 22 日 下午 3:42 
Thanks for this mod. I like how easy it is to add more subcultures and units with a submod. I tested this out by adding orcs and it worked out great.
AraNg  [作者] 2 月 22 日 上午 5:49 
@[OcUK] Silent start with 5 like screenshot
[OcUK] Silent 2 月 22 日 上午 5:10 
Great mod. Quick questions. When the spawn occurs. Is it a full stack right away for the Waagh army, or does it buildup over several turns to a full stack?
Thanks
AraNg  [作者] 2 月 21 日 下午 7:26 
@Pandemonium you're right, and it applies on a faction basis.
Pandemonium 2 月 21 日 下午 2:59 
I'm not sure I understand how this works, So does it randomly just add waaagh armies to the factions at the start of the turn? if so do they grow like normal waaghs and does it happen on a faction, individual army, or universal basis?
AraNg  [作者] 2 月 21 日 上午 5:22 
@ropemonket75 I don't know why it matters to you, anyway I use it because it looks good.
ropemonkey75 2 月 21 日 上午 4:29 
@AraNg no i meant why use ai for the thumbnail
AraNg  [作者] 2 月 20 日 上午 8:21 
@ropemonkey75 i intend to strengthen the AI
@专业路痴 not now maybe later?
@robertcastronabau hmm, i'll think about it
robertcastronabau 2 月 20 日 上午 8:09 
Evil factions and NO DARK ELVES!!? Khaine demands another sacrifice.
专业路痴 2 月 19 日 下午 6:50 
Can we create a MOD to apply the waaagh army mechanism to all factions? The evil forces are too strong now.
ropemonkey75 2 月 19 日 上午 9:15 
why use ai?
キャンディーアップル 2 月 19 日 上午 8:23 
That's brilliant
AraNg  [作者] 2 月 19 日 上午 6:57 
error of greenskins being recruited to transported army from certain provinces is fixed
AraNg  [作者] 2 月 18 日 下午 8:46 
@PatapouffQc it's same error with Nuwit's, i'll check later today
AraNg  [作者] 2 月 18 日 下午 8:44 
@ArcaniteM included
AraNg  [作者] 2 月 18 日 下午 8:44 
@Crazyboy mct option for duration & cool time need to change entire level of script, so.. I don't want to, sry, but it's easy to change db table. just change ritual table's value. you can change freely
ArcaniteM 2 月 18 日 下午 12:58 
beastmen ?
PatapouffQc 2 月 18 日 上午 8:25 
the waaaagh of festus have goblin
Crazyboy 2 月 18 日 上午 7:48 
Would you be willing to allow us to change the duration and cooltime as you have with the tide chance and Start turn?
AraNg  [作者] 2 月 17 日 下午 7:39 
@Nutwit ok i'll check i think it's maybe error of waaagh army based on province
Nutwit 2 月 17 日 下午 7:27 
Hi the skaven that start out as enemies of malekith, Clan Septik.
AraNg  [作者] 2 月 17 日 下午 2:58 
@Nutwit which skaven?
Nutwit 2 月 17 日 上午 10:30 
Hi, skaven seem to be spawning greenskin units in their "waaagh" army.
Mikeru 2 月 16 日 下午 8:15 
thank you so much for this mod
Moon Guy 2 月 16 日 上午 11:16 
this is definitly interesting
AraNg  [作者] 2 月 15 日 下午 10:43 
@Captain Jinicus not in my plan, that needs 2x work to do

@드로우달스 버민타이드에서 가져온건데 그냥 고유명사라고 생각하시면 될거같아여 떼거지로 몰려온다 정도로

@Ultima Zeroth Ruler :steamthumbsup:
Ultima Zeroth Ruler 2 月 15 日 下午 9:51 
This mod is great, as I love to have more units per army :steamhappy: My legions of the undead shall grow larger as time goes by!
Ultima Zeroth Ruler 2 月 15 日 下午 9:50 
@Captain Jinicus, you can edit on which units you would like to have in your tide, using Rusted Pack File Manager
드로우달스 2 月 15 日 下午 9:49 
카오스 관련 진영들만 설정하고 하고 있는데 좋은 모드인거 같습니다.
근데 tide chance 번역해봐도 "조수 기회" 라고 나오는데 정확한 명칭이 뭔가요?
Revelation 2 月 15 日 下午 8:54 
only T1 trash units, instead of them getting higher stuff
AraNg  [作者] 2 月 15 日 下午 6:14 
@Captain Jinicus what does it mean?
Revelation 2 月 15 日 下午 5:53 
only zombies, only goblins, only slaves etc etc is it possible?
AraNg  [作者] 2 月 15 日 上午 9:17 
@888Umer safe to add