Total War: WARHAMMER III

Total War: WARHAMMER III

[Redunant] Research Overflow & Options System
Showing 1-10 of 22 entries
< 1  2  3 >
Update: May 25, 2023 @ 9:57pm

Updated for latest version of the game for the sake of the launcher. No changes.

Update: Apr 23, 2023 @ 6:21pm

1.16
- Temporarily disabled the new research UI options in multiplayer games, until I can get them working without crashes.
- Slight logic change for calculating player research change. This won't affect single-player games, but will prevent some very rare and minor research calculation issues in multiplayer.

Update: Apr 23, 2023 @ 12:27am

1.15
- Major update, adding new UI elements to the technology screen, displaying how much more research rate is needed to complete them. See the Steam screenshots for details.
- These options have some customisation in MCT.
- No game-play changes have been made, these UI elements simply reveal useful information to players.
- Slightly changed how the mod finds out each faction's research rate, as it would miss effects that ended over the end-turn (i.e. research rate bonus from an event that ends after the end of your turn, but before your next turn starts).

Update: Apr 20, 2023 @ 4:55pm

1.14hotfix
- Removed some testing variables that made its way into the last release.

Update: Apr 18, 2023 @ 10:26pm

1.14
- Redid how the mod calculates how many points each technology costs, fixing scenarios where certain technologies wouldn't calculate properly.
- Due to that rework, the mod will now calculate all technology node costs at the beginning of the game.
- Save-games from the previous mod version work fine. Just know any technologies you've started to research might be slightly off.

Update: Apr 17, 2023 @ 8:15pm

1.13 Hotfix
- Fixed a typo with MCT-related code, causing issues with MCT functionality.

Update: Apr 17, 2023 @ 7:18pm

1.12
- Fixed the mod's calculations for figuring out how much a tech node should cost. Queuing multiple technologies will now work as expected.
- Warning: As a result, in any ongoing save game, there may be some oddities. If you have queued multiple technologies, then the node you are currently researching, and your target node, may have some strange research values. All other research will be fine. This is unfortunately unavoidable.
- Made some parts of the code more efficient.

Update: Apr 17, 2023 @ 4:31am

Quick revert to 1.10

Update didn't fix the problem I tried to fix, reverting to old one just in case.

Update: Apr 17, 2023 @ 12:53am

1.11
- Fixed a small oversight in the logic when queuing a couple techs.

Update: It didn't fix it. Turns out to be a deeper problem with queuing multiple techs for human players, something in the CCO isn't updating properly it seems. Finding workarounds.

Update: Apr 14, 2023 @ 9:53pm

1.10
- Fixed a problem with calculating how much a tech node should cost when queuing up multiple technologies.