Victoria 3

Victoria 3

Banish Bugged Barracks
41 Comments
1230james  [author] Aug 16 @ 2:26am 
Could easily be both considering that neither have been updated in like a year and the addition of the manpower count to the combat unit types is a 1.9 thing
big tiddy goth gf Aug 16 @ 1:01am 
This 0/0 employment bug stops me from upgrading or recruiting any troops, it's driving me crazy. I suspect it's one of the mods that change combat_unit_types. I'm done tearing my hair out launching the game over and over trying to see what causes it for now and un/resubbing to mods to see if that fixes it. I suspect it's either "Keep Your Powder Dry" or "Subs Expanded x TTS - Compatibility Patch" as they aren't up to date. Just putting this here in case someone else might have the same problem.
big tiddy goth gf Aug 16 @ 12:26am 
Don't know if it's a "bug" but the decision doesn't seem to be popping up while I have barracks with a "0/0" employment full bar
✠ LordHendra ✠ Jul 5 @ 7:25am 
Thank for the mod here some award for your help
✠ LordHendra ✠ Jul 5 @ 7:24am 
i see, so i need do delete all the troop first
✠ LordHendra ✠ Jul 5 @ 7:16am 
Not working for me. do i need to play new game?
Freedom✠Puppy Jun 30 @ 8:25am 
Nah, doesn't work. I guess the game considers it essential that I have some broken barracks. Oh well!
FG_Remastered Jun 29 @ 6:11pm 
@Freedom✠Puppy: Steam sometimes messes up the download. Un- and re-subscribe to force it to try again.
1230james  [author] Jun 29 @ 12:45pm 
I'm more impressed that even happened considering the entirety of this mod a single decision 😳
Freedom✠Puppy Jun 29 @ 4:19am 
Does this still work for others? I just downloaded it, and it makes me crash on the main menu after a warning about unsupported mods.
Satsuki Shizuka 五月靜 Jun 24 @ 1:41pm 
Thank you James. This bug actually got worse in 1.9!
1230james  [author] Jun 20 @ 2:05pm 
Updated for 1.9
Jeor Mormont "the old bear" Jun 18 @ 12:06pm 
the bug is still present but your mod does seem to work just fine on first glance
1230james  [author] Jun 15 @ 3:13pm 
Just FYI: I will update this for 1.9 just in case the issue is somehow not fixed. Normally I wouldn't even think about it since this mod is literally just a single decision which you would think is future-proof, but 1.9 will be tweaking a thing with how decisions are defined in script, so this mod will be impacted by 1.9

I work full-time for 10+ hours Mondays through Thursdays & I have over two dozen other mods to be combing through & working on updating, so if this doesn't get updated for a long while, I apologize in advance
Dev said this is fixed for 1.9
1230james  [author] Apr 7 @ 2:43am 
What makes you think that?
purpureum Apr 3 @ 8:36pm 
Seems to be no longer working on 1.8.6
1230james  [author] Mar 10 @ 3:57pm 
Thank you PDX very cool
FG_Remastered Mar 10 @ 3:52pm 
Nope.
TurtleShroom Mar 10 @ 12:16pm 
Has this bug been fixed yet?
Jim Dandy Dec 28, 2024 @ 4:30am 
Thank you very much for this work around! I was tearing my hair out trying to find these ghost regiments. :steamthumbsup:
1230james  [author] Nov 8, 2024 @ 5:55pm 
Going over the limit sounds pretty weird; there might be some shenanigans with build level caps that might be happening for you but I've personally never seen it and I don't know how it would even happen 🤔

A unit existing without a barracks building is not solvable with a mod, I think. I would have to look into it though but just off the top of my head I'm like 60% sure it's not.
Lord Neko, Lord of Kemonomimi Nov 8, 2024 @ 4:31am 
Would it be possible to get a similar to mod that fixes a bug I have encountered multiple times now? It's where I created units as Normal, but for some reason, the game thinks I can build more barracks in that region although I'm already at hundred, while some of the barracks get bugged and don't even exist in the building menu.

I may as well be dumb and this might be the mod I'm looking for. If so please say.
1230james  [author] Oct 27, 2024 @ 12:40pm 
Should be fixed now, sorry for the delay
1230james  [author] Jun 27, 2024 @ 1:31pm 
Will investigate, thx for heads up
Ruin Jun 27, 2024 @ 1:28pm 
Since the most recent update, this mod seems to throw an error:
Error: any_scope_building trigger Filter should only be used if a percent or count = all is specified
Script location: file: common/decisions/BuggedBarracks_decisions.txt line: 3
Vik Beilier Jun 24, 2024 @ 11:22am 
Thank you, still better than nothing ;)
1230james  [author] Jun 23, 2024 @ 11:15am 
It doesn't appear if it doesn't think there's bugged barracks to remove.
Please read the description carefully - it will only appear if you have a military building with 0 combat units but more than 1% employment. If you have a barracks that's bugged but it's producing some amount of units already, you'll need to disband all those units first.

It is not possible to downgrade buildings via script so this is the only way the mod is able to work without being too disruptive. Sorry about that.
Vik Beilier Jun 23, 2024 @ 2:41am 
somehow I don't see the option in my Journal
Glitterhoof Feb 13, 2024 @ 7:29am 
I tried to make a mod to fix the bug with "phantom" regiments, but I don't think it is possible to access combat units with no soldiers from the scripting system.At least this mod works great for removing useless barracks.
Glitterhoof Jan 20, 2024 @ 2:56pm 
China starts the game with the problem Necrotes describes. Hunan state has 30 units, but only 25 barracks due to Peasant Levies law. You have to disband all the units from that state to get rid of these ghost units. It would be cool to have a mod that could fix these ghost units too.
1230james  [author] Jan 20, 2024 @ 12:37pm 
I believe that issue is something separate and not directly related to what this mod is trying to solve.

This mod is trying to solve the case where you have, for example, a fully-employed barracks on the map but no unit from it for any of your armies.

It sounds like you're having the opposite where the army is claiming a unit exists but you're behind one barracks. That or it's working fine and the UI is just being misunderstood or bugged by something else.
Necrotes Jan 20, 2024 @ 12:01pm 
I had armies with +1(or more), I looked through my barracks (or naval bases) and couldn't find any that were still hiring, meaning they were all full, which to me means that there was a ghost barrack somewhere.

To fix it I have to delete a ton of my units until the +1 (or more) goes away.
Maybe I'm having a separate issue? I'll keep testing.
1230james  [author] Jan 19, 2024 @ 8:57pm 
Are you sure you have barracks and/or naval bases with no units?

The decision only shows itself if a military building has at least 1% employment and no units . It also only checks against vanilla military buildings, so any mod-added ones won't work (although I don't think any mod actually does this anymore).

It is not possible to downgrade buildings through script atm. They can only be completely destroyed. Because of that, I made the decision only apply to buildings with no units, since if the building gets destroyed then you don't wipe out a chunk of your military with it. I would imagine that military buildings that aren't providing all the units they should be but are still providing some would be harder to spot too unless if there's a huge gap.
Necrotes Jan 19, 2024 @ 5:49pm 
For some reason the decision to delete barracks and naval bases doesn't show up for me. I am using a couple of mods but It wouldn't make a lot of sense for them to mess this mod up.

Specifically thinking about the Ultra Historical Warfare mod.
KRKR Jan 17, 2024 @ 1:08pm 
Finally!! Thank you for making this! It's so convoluted to fix this bug currently, usually building and disbanding barracks until it finally disappears (for whatever magical mysterious reasons it works that time). This will be a lot faster and easier.
see two Jan 15, 2024 @ 9:31am 
ok great
1230james  [author] Jan 15, 2024 @ 9:00am 
Yes; the AI is basically forced to take the decision as soon as it's available to them.
see two Jan 15, 2024 @ 8:44am 
does AI use this?
Sasafras Jan 14, 2024 @ 7:02pm 
thanks