Terra Invicta

Terra Invicta

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Army Manager
   
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Jun 29, 2024 @ 4:22am
Apr 25 @ 2:37pm
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Army Manager

Description
Version 3.0.0

Description

This mod is compatible with version 0.4.78 of the game.

Sometimes your army death stacks get cumbersome to manage. Trying to click through the combined 20-army forces of three mega nations to send the "right" ones in to temp the Aliens to use their nukes can get difficult.

This mod provides a way to view your army stacks by the countries and region they are in with a breakdown in that region by nationality.

This means you can send all your armies home with a simple click, or send one volunteered nation to move forth and be the spearhead.

How To Use

Press CTRL + A to open the mod directly in Unity Mod Manager or use UMM's standard shortcut (by default CTRL + F10) and expand the Army Manager mod's options.

You can modify the mod's shortcut via Unity Mod Manager's "Settings" tab if desired.

Wait, where did the custom UI go?

The custom UI, while cool in concept, was cumbersome to deal with and is prone to causing issues when the game developers tweak the UI. By moving the UI into Unity Mod Manager, it stablizes the mod to have less issues and be more consistent across game version changes.

The Screen

Current Army Regions

The left hand side of the screen shows all the nations and associated regions that currently contain at least one of your controlled armies. Simply click a nation or region to view the armies associated with that region.

Army Management

Once you've selected a nation or a specific region, the armies related to that selection will be shown on the right hand side. These armies are broken down by the nation they belong to.

For each army, it shows their current strength, any flags (N for Navy, C for In Conflict), their home region and their current region. If they are in their home region, their current region will be showns as green.

You can choose to send armies home or move armies to a new location at the selection level, national level, or specific army level. You can also cancel any underway operations at an army level.

If you click the move button for one of the above, a new panel will be shown for you to select the region to send those armies to.

Note: If you're attempting to move multiple armies at once, the listed regions to move to are the cumulative list of regions from all the armies involved. If an army in that list cannot reach the target selected, they will not move (ie. the army has no navy and requires sea travel to reach the target).

Requirements

This mod very much requires the Unity Mod Manager[www.nexusmods.com] because the only way to query the game state is to use a code mod.

Source Code & Free Use

This mod's source code is available for people to utilise as they wish. It can be found at https://github.com/OzWolf/terra-invicta-army-manager-mod.

You do not need to ask my permission to use this source as you see fit. I leave it there freely for people to copy, tweak, learn from, etc. as much as they want.

Changelog

  • 3.0.0 - Uplift to latest version of the game (0.4.78) and rebuild of the UI using Unity Mod Manager itself.
  • 2.3.1 - Fixed 16:10 resolution issues (tested on 1920 x 1200 resolution). This should also fix other non-16:9 resolutions.
  • 2.3.0 - Added anchor icon for armies that have a navy attached. Updated the health color (green = 100%, yellow < 100%, orange < 50%, and red < 25%).
  • 2.2.0 - Armies that are in their home region are now shown with your faction color. The ESC key can be used to close the window.
  • 2.1.0 - Hopefully fixed the text clarity issues by switching to TextMeshPro components in the UI items.
  • 2.0.1 - Minor tweak to fix the broken send home functionality due to a mouse-attachment error.
  • 2.0.0 - Completely new UI experience for managing armies via a nav bar button click rather than embedded in the UMM screen.
  • 1.1.0 - Updated to be compatible with version 0.4.37 of the game.
  • 1.0.3 - Minor logic tweaks. Last version compatible with 0.4.26 of the game.
  • 1.0.2 - Changed the way armies attempt to use the move and go home operations, meaning it should line up with the game logic for allowing these options.
17 Comments
Zero_Sum_Outcomes May 14 @ 4:23am 
Another useful mod, thank you.
Razorback Apr 26 @ 11:59am 
glad to see this being updated this mod is super useful ! its a shame that it went to a UMM interface but I get why you did it that way.
0zwolf  [author] Apr 25 @ 2:41pm 
Version 3.0.0 is here.

This update moves the UI back into the UMM interface. This means more stability moving forward as the mod isn't trying to splice itself into the game UI itself and being brittle to any game dev changes.

To open the mod, use the CTRL + A shortcut.

The mod's source is also now available at https://github.com/OzWolf/terra-invicta-army-manager-mod and is free use.
Razorback Dec 21, 2024 @ 7:33am 
Just wanted to mention but this mod covers the intel tab in patch 0.44 . I would love for this mod to be outdated, its great
悬月教教徒~大佬の似雪 Nov 18, 2024 @ 6:49pm 
Is there a way to identify maps for the army to hand over to AI management, or give them some orders to move forward on their own. For example, if three army units are ordered to attack a certain country, they will calculate their own attack and occupy the area. Or order two units to go abroad and kill alien creatures. They will prioritize going to the Allied region to attack extraterrestrial creatures.
Razorback Oct 1, 2024 @ 6:24am 
This mod is actually really cool, i feel like it should be in game. Just wondering but is there a public github repo for the mod so i could take a look at the code ?
Rexbert Jul 20, 2024 @ 1:00pm 
love your manager mods, super underrated! ty ty ty!
0zwolf  [author] Jul 13, 2024 @ 10:08pm 
I've got some time this week to dig into the code...may have accidentally left a debug log line in the code, plus I'll get the 16:10 scaling working properly (can repeat the issue by forcing my monitor into such a resolution)
shimmer Jul 11, 2024 @ 11:59am 
strangely, this mod will spawn a harmony.log.txt file on desktop.
0zwolf  [author] Jul 9, 2024 @ 4:02pm 
Yep, you're right...will admit, I only tested on the various 16:9 resolutions from 4k down.

I'll look into how the anchors are setup on the Unity prefab to hopefully get the scaling right.