全面战争:战锤3

全面战争:战锤3

Upgrade Units for AI and Player (Patch 7.0.2)
122 条留言
☠ Captain Crossheart ☠ 12 月 8 日 上午 12:52 
based:steamthumbsup:
Notteger  [作者] 12 月 7 日 下午 5:22 
@☠ Captain Crossheart ☠, done
Notteger  [作者] 12 月 7 日 下午 4:47 
@☠ Captain Crossheart ☠, I adhered to the idea that upgrades should follow a path where units do not transition from one class to another (with some exceptions), so infantry does not usually transition to missile or cavalry in my mod. However, I will consider the Devotees . Perhaps an exception would be appropriate for them.
☠ Captain Crossheart ☠ 12 月 7 日 下午 3:55 
Devotees don't upgrade into the crossbow version? Cmon maaaaan
Notteger  [作者] 12 月 7 日 上午 11:05 
@蘇武ぼくよう, For AI? We can remove or reduce the content discount for them, of course. But definitely not in this mode, it has a different purpose.
蘇武ぼくよう 12 月 7 日 上午 5:10 
Is it possible to add an upkeep reduction cap? This would stop factions from stacking so many buffs that their units end up costing nothing, which creates a runaway snowball effect. It's common to see Chaos or Elf factions spamming tons of elite armies with zero upkeep, totally crushing factions that have less upkeep reduction.
Notteger  [作者] 12 月 6 日 下午 3:17 
@Bobibob, Found the problem. Will be fixed in the next update.
Notteger  [作者] 12 月 6 日 上午 11:25 
@Bobibob, Thank you, I'll check it out. It definitely worked before, but maybe this option broke after other edits.
Bobibob 12 月 6 日 上午 11:05 
I feel like the MCT rank settings aren't working for me. The UI tells me I could improve from level 6, but I'm level 4 and I can (with the required rank set to +2).
Notteger  [作者] 12 月 6 日 上午 4:26 
@El Cubo, Nothing catastrophic, but some AI armies may lose a few units later on, which isn't very good.
El Cubo 12 月 5 日 下午 11:21 
What if I do end turn during the background optimization phase? What kind of effect would that have?
Notteger  [作者] 12 月 5 日 上午 8:07 
@WinterAurora, I remembered this problem. The original script does not see buildings in hordes, only in stationary settlements. I already tried to fix it, but unsuccessfully. I'll try again.

Now you can either disable settlement checks for upgrades (via MCT) or build the necessary buildings in ground cities.
Notteger  [作者] 12 月 5 日 上午 3:32 
@WinterAurora, I'll check it out.
WinterAurora 12 月 4 日 下午 9:03 
Hi, Aislin is unable to upgrade his units, it keeps mentioning that I need to be able to recruit the unit in an owned region, despite the fact that I have the buildings in the my colonies
Notteger  [作者] 12 月 4 日 下午 5:04 
Upgraded for 7.0
Notteger  [作者] 11 月 30 日 上午 4:24 
@Lickher_ish, Technically, there are no restrictions on this.
Lickher_ish 11 月 29 日 下午 5:56 
gotcha so the ai could still technically do it?
Notteger  [作者] 11 月 29 日 下午 4:07 
@Desu Vult!, I found the problem. I will fix it in the next update.
Notteger  [作者] 11 月 29 日 下午 2:58 
@Lickher_ish, According to my plan, waaagh should not be upgraded at all, either by the player or by the AI. I will remove the waaagh upgrade as soon as I find a safe way to do this.
Notteger  [作者] 11 月 29 日 下午 2:54 
@Desu Vult!, I will check how I set up the upgrade paths and buildings for these units. If there are any errors, I will release an update with a fix.
Lickher_ish 11 月 29 日 下午 2:50 
how does this play with waagh? i use mod a called eviltide that gives evil factions a waagh with chaff units?
Desu Vult! 11 月 29 日 下午 1:41 
Hi, thanks for the mod, love the idea. But I've noticed one issue with the Empire: the corresponding buildings (Livery and Menagerie) do not allow me to upgrade my Reiksguard into Knights of the Blazing Sun or Demigryph Knights (both variations), only into Knights of the Black Rose.

The "One of the player regions must be able to recruit this unit!" message stops me from doing it, which does not make sense because it's the same building (Livery) that allows me to recruit Knights of the Black Rose and should also allow me to recruit (upgrade into) Knights of the Blazing Sun. Does it work as intended, or is something broken on my side?
Notteger  [作者] 11 月 29 日 下午 12:12 
After AI factions finish their turn and the player turn begins, there is a 20–30 second background optimization phase (Collecting data about armies on the map, etc.). It is better not to interrupt this process (do not press End Turn again)
Notteger  [作者] 11 月 29 日 下午 12:07 
New upgrade:

- After AI factions finish their turn and the player turn begins, there is a 20–30 second background optimization phase. It is better not to interrupt this process or press End Turn again during this time.
- Interaction with TTC is unstable: during upgrades, AI armies may sometimes receive extra units or lose existing ones. It is recommended not to use these two mods together.

Please report whether everything is stable for you and if you experience any crashes in SFO or vanilla.

Reminder: for SFO, in MCT it is better to disable building checks, TTS, and ignore unit caps.
Notteger  [作者] 11 月 26 日 上午 7:05 
@Geo, You can click “Hide upgrade icon” to remove the stars that remind you about the upgrade.
Geo 11 月 26 日 上午 4:04 
@Notteger I would like to use this mod for having AI conistently upgrade their units, but use Warband upgrade ultimate for upgrading units myself. That means I don't want to see the icons for upgrading that this mod provides.

Which options do I need to disable, so that I can have it the way I prefer? Does "disable default upgrades" achieve this? By also having "AI Upgrades Units" enabled.
Notteger  [作者] 11 月 25 日 下午 3:54 
@MrLook, Multiplayer status is unknown for now; the mod hasn’t been tested in MP for quite some time.
Notteger  [作者] 11 月 25 日 下午 3:53 
@Tactical Nuclear Penguin, Orc Big ’Uns are not meant to upgrade into anything. Black Orcs with shields should upgrade into the great‑weapon (axe) variant, and the great‑weapon version can be upgraded back into the shielded one.
Notteger  [作者] 11 月 25 日 下午 3:53 
Mod updated!

- Improved upgrade stability; the system should now behave more reliably in both vanilla and SFO
- Added Black Knights (Sword and Shields)

* Waaagh! upgrade bugs are still not fully fixed – please ignore Waaagh army upgrade prompts, as the Waaagh stack is not intended to be upgradable at all.
* TTS currently works only for the player; due to how upgrades are implemented, it may not be possible to extend this reliably to AI.
Tactical Nuclear Penguin 11 月 9 日 下午 10:28 
I have found 2 errors it seems. The Orc Big Uns cant be upgraded. Black Orcs can be upgraded to Black orcs again.
sleepy 11 月 6 日 下午 9:37 
this is a really cool mod, nicely done dude
Notteger  [作者] 10 月 3 日 下午 2:41 
Thank you all for the feedback. Unfortunately, I'm currently fully occupied with a major work project, so I don't have time to update my mods or even just play the game. Major updates from me will most likely come after the new DLC releases.
MrLook 9 月 25 日 上午 12:18 
this mod works in multiplayer also but in some really weird way: it upgrades one unit, but then makes a double of upgraded unit, but with rank 0, not depending which rank had a unit before upgrading. In the end you have 2 upgraded units (one with rank * 0.5 in my case and the second with rank 0). Any suggestions how to fix that?
mitix45 9 月 18 日 上午 10:47 
how can I upgrade lvl 9 units, that never got a rank in battle?
жак быдло про фрески 8 月 23 日 下午 12:01 
Interesting. Somehow it works for me with Gunpowder Road mod for Cathay. For example they have a tier one peasant handgonnes unit and I can upgrade it either into modded tier 2 arquebusiers or into vanilla Iron hail gunners. Same thing with artillery.
Notteger  [作者] 8 月 23 日 上午 7:13 
@Judassem, Yes, I've seen the issue with Waaagh units. I'll try to completely block unit upgrades in Waaagh armies, but I currently have no time for testing whatsoever.
Notteger  [作者] 8 月 23 日 上午 7:13 
@жак быдло про фрески, No, the mod doesn't support upgrading units from other mods by default. You'd need to script the upgrade paths for that
жак быдло про фрески 8 月 22 日 下午 4:08 
Brilliant mod, I've yet to see larger implications for AI because going pretty early in the campaign, but what really blew me away is that it even works on modded units. I assume you automated the process somehow instead of manually picking paths for every single unit in the game?
Judassem 8 月 19 日 下午 2:07 
Hi @Notteger,

I saw this comment below:

"I was able to upgrade a 4th rank goblin archer unit in the Waaagh! to Orc Boar Boy Big'Uns"

That doesn't seem lore-friendly to me (the unit's race changes completely after the upgrade). Also, an archer unit becomes a melee-cavalry unit. Is this intentional or a bug?
Mora 8 月 17 日 上午 9:40 
Does this mod upgrade units by turning them into different units? If so, how does it achieve compatibility with "SFO, Radious, and virtually any other mod"? It seems tricky to automatically account for custom units from any and all other mods containing custom units.
Parabellum168 8 月 17 日 上午 6:04 
beautiful
Gamerplayer 8 月 17 日 上午 12:30 
works with immersive bretonnia upgrade?
Notteger  [作者] 8 月 4 日 上午 11:02 
@El Cubo, Thank you for your feedback. I will check everything when I have time.
El Cubo 8 月 4 日 上午 7:03 
@Notteger
This mod interacts weirdly with Waaagh! armies. units to be upgraded into all sorts of units. The rank requirement still holds but for instance I had an greenskin army with 19 units with 20 unit Waaagh! army attached. I was able to upgrade a 4th rank goblin archer unit in the Waaagh! to Orc Boar Boy Big'Uns that was moved into the main army.

If I filled out the main army to 20 units, the unit just disappears after the upgrade.

I wonder if the AI tries to upgrade units in the Waaagh! armies.
NotSoSuperHero 8 月 2 日 下午 2:18 
I noticed in MCT there is an option to "enable debug logging". Where are these logs exactly? I just want to make sure that AI does in fact upgrade units
Notteger  [作者] 8 月 2 日 上午 5:38 
@TsZephyr, I don't plan to add this to the mod.
TsZephyr 8 月 1 日 下午 10:49 
can we upgrade units to regiments of renown version?
Notteger  [作者] 8 月 1 日 下午 3:25 
@Rikimaru, There's nothing particularly complicated about adding upgrade paths. You just need attention to detail, motivation, and time. I can describe it in more detail if needed.
Rikimaru 8 月 1 日 上午 9:16 
You know what, never mind hahaha :cta_emo7: i found the files and took one look and cant haha im in way over my head - thanks for the reply anyway :luv:
Rikimaru 8 月 1 日 上午 9:10 
not lua files :cta_emo9: I took one look at those in one game and my head fell off, but I'll take a look again :cta_emo1:

I'm guessing theyre in the Pack files and I'll need to get the modded unit's information from their luas too?