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I had that happen once, for some reason the game forgot to show it, and after trying to add a unit it showed back up.
If its just some units then I have no idea.
Settlement clickbox is finally fixed now
Enabling garrison upkeep in MCT and setting the free builds slots to 0 is a workaround to correctly show garrison upkeep in treasure UI according. Force-updating treasure income (f. ex. disbanding/instant-recruiting any unit/lord/hero or adding a unit to a settlement garrison via this mod) is required to see the UI change.
I guess that in all cases, the AI does not pay any garrison upkeep? IMO that is needed to not break the campaign AI.
Since I don't want to flood the comments, would you prefer opening a discussion instead for lengthy questions/feedback? Anyways, this mod fixed the "too easy to expand" issue for me, and added the unit variation needed to make this game fun once more. Thank you!
Tho to be perfectly transparent, with default settings its impossible for the ai to get high tier units until probably turn 50 or so.
They get a bonus on game start for the starting units so those can be quite high, but after that its mostly tier 1 and 2 and a bit of 3.
Also depends a bit on how the bonuses stack
For example province capitals get a bonus and faction capitals as well, with those stacking its possible to get better units in that specific settlement.
All these are mct adjustable, you can take a look at the mct guide in the discussions or just test it out.
My interpretation is that if toggled on, then the AI has their global recruitment for garrisons. The garrison unit distribution would still take weightings into account, but recruit/upgrade units over the end turn and neglect recruitment duration (f. ex. Empire could get a Steam Tank in one turn in any settlement, given they can recruit one and is rolled by the mod).
If toggled off, it is *any* unit of the faction (f. ex. Empire could get a Steam Tank in any settlement in one turn in any settlement, even if they don't have the required building yet is rolled by the mod). Are there any constraints in place preventing the AI from getting a T5 units such as Steam Tanks in the early game?
No idea what I updated 2 days age, tho I try to keep the changelog up to date, so that would be the best history source.
That issue with the settlement button again, I need to check that.
To see the upkeep icon you have to enable upkeep in mct, then it shows up on the unit card.
The upkeep cost is shown on the top left of the settlement panel, same place as the one on the military force panel. If you hover over it it will show the free slot breakdown provided by the buildings.
"Only recruitable" allows the automatic generation to select units only from those the faction can recruit anywhere at all.
The default behavior is that it selects from all units a faction has theoretically available no matter if they are recruitable or not
In the feature guide on UI:
"An overview of the provided slots is visible when hovering over the garrison upkeep amount in the settlement panel. Every unit has a little icon that shows if its free." Where can I find this? I can only see if it is a custom unit with the fort symbol, but otherwise nothing.
About the "only recruitable" MCT setting:
Is this only for AI/auto-generated garrison? What is the difference between "all units a faction has available" and "factionwide"? With all other settings on default, I did not notice any immediate changes. My guess is that the default option is local recruitment vs global recruitment for AI garrisons?
Maybe at some point
I will see about fixing that.
I was wondering if you knew of any mod that adds the hellforge upgrades to the chorfs garrison units ? I figured this mod would do it since the garrison kinda work like armies (at least UI wise), i tried transferring a unit from an army to a garrison that already had upgrades and it removed them, i searched and did not find any mod that does it, and i dont think it is easily editable in pack file manager.
Thanks in advance and sorry for bothering!
Doing it only for settlement buildings means you have to identify those and then adjust only them.
You mean like my "no garrison units for settlement buildings" mod, but it removes all vanilla garrison units?
My current idea for unlimited size is, to add them as reinforcements at battle start.
Have been to busy with other projects to do much on that yet, but I plan on testing if the approach is viable at all before the end of the year.
--- "Unlimited garrison / army size - would you be interested in that?" ---
Hell yeah on unlimited garrison size. Maybe as a different mod because I would love to sometimes just let the vanilla buildings decide which units are in the garrison but with no 20 unit cap.
Another option to overcome the unit cap could be to let every building "permanently summon" their garrison additions when the fight starts, or add "reinforcements" like WAAAGH. Whichever is easier for you would obviously be the best.
The further you go into a campaign and the more effects are active on the settlement the worse it gets, I might make a stripped down light version at some point
Until then your best bet is to disable settlement recruitment in the mct options
No idea how things got fixed, i'll have to see if it stays that way when i'm 50 turns further into a campaign.
I've got quite a large number of mods installed, but the only one that i can think of that does something with settlement UI is Building Slots expanded, i also have warband upgrade mod for all races, crafting system mod, scrap upgrade mod for each race, which add buttons to the UI, not sure if that has an influence on this mod in any way?
Or is it a load order issue? i've got this mod placed far down the list, maybe it needs to be placed higher?
Mind you i don't have all mods for all races on at the same time, currently running empire and have the specific mods active for that faction only.
I hope you could help me out, because i really love this mod and would hate to do without it.
At least in TWW2, we couldn't do anything with Waaagh armies, they weren't properly exposed to the scripting system.
The mod should also be more compatible with other ui mods in general.
--updated ui for settlement recruitment, no longer overwrites vanilla settlement panel.
This is a big one, let me know if you find any issues.
Garrison units are added only via buildings, so whenever I need a unit added, I build a hidden building in a foreign slot.
That building then provides the unit to the garrison.
@Señor Bucket if you want me to do something about it, I need more info then that.
The order should be lowest value first but ca is not terribly consistent on the vanilla units priorities
So, a settlement has its base garrison as generated by the buildings, and then you can add your own units to it, but I on the garrison details tab it has a 'total units in garrison' check which caps at 20, meaning I assume that's still the max garrison size. Meaning if you add enough custom units to the garrison it will start removing the original units from the garrison to make room for your custom ones? If so, is there an order that this happens? And if I later remove my custom units from the garrison, will the original ones get readded?
@Reaper Steam keeps a history of all the versions, ping me on discord, ill send ya the file
Is there a way to get just the UI change? Its so much nicer to see the garrisong with full unit cards vs see all regions at once with the small unit cards.