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https://steamcommunity.com/sharedfiles/filedetails/?id=3550579593
https://steamcommunity.com/sharedfiles/filedetails/?id=3550571337
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
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.
I may as well be dumb and this might be the mod I'm looking for. If so please say.
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
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.
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.
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.
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.
Specifically thinking about the Ultra Historical Warfare mod.