Total War: WARHAMMER III

Total War: WARHAMMER III

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Level 5 Capital (or any level)
   
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31 października 2022 o 15:19
20 sierpnia o 7:10
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Level 5 Capital (or any level)

Opis
What this mod does:
1. On campaign start, force all major and minor settlements at any level (default 5).
2. On occupation, enforce a level for occupied settlements (default 4).
3. Use MCT to toggle the behavior, desired level, whether it works only for province capital.
4. To compensate for horde faction, Ogre camp, Black Ark, Chaos Horde now cost 0 food, 0 resource, and 1 turn to level up the main chain.


Compatibility
Should be compatible with everything, no matter it is tier-4 minor settlements, more slots, co-op, and save-game.

Note that for heavy mod users, the starting level may not work for certain settlements. Because some mods (such as Sigmar's heir and mixu minor factions) fixed the level of some settlements in their mods. The occupying level always works, so you may raze and re-occupy to enforce the level.


Campaign Balance
If you set a high-tier capital & use other AI mods, both you and AI will be able to field elite army & epic battle earlier.


Misc:
I don't always check Steam comments. For time-sensitive request, please contact me on discord, either via modding den or my own channel[discord.gg].

And I always welcome a cup of coffee[www.paypal.com] for the works.


Credits
Big thanks to DrunkFlamingo's Tier-4 Starting, which provides the foundation & motivated this mod.

Thanks to Jolc3r for fixing a rare crash when clicking on razed settlement.
Komentarzy: 97
Adolf Escobar 24 sierpnia o 7:22 
@BAGHolder
thx a lot. Yeah I guess that was the issue. Sry 4 boardering u.
BAGHolder  [autor] 23 sierpnia o 18:25 
@Adolf Escobar

I don't have such issue with the mod.

One possibility: some settlement is specifically designed to be 4/6 slots for some race, while being 10 slots for other race. I think that is the most likely cause.

Maybe try occupy other capitals & see how it goes.
Adolf Escobar 23 sierpnia o 5:14 
Hello everyone, I have a huge problem. As soon as I capture a provincial capital, it turns into a settlement. So instead of 10 building slots, there are only four. I have this mod, the MCT, and Radious 1-4. Can anyone help me with this, pls?
BAGHolder  [autor] 16 sierpnia o 7:13 
@Jolc3r

I did click the ruin & no crash happens.

Nevertheless I add your lines accordingly & tested everything is still working.
Hopefully that solves this issue for those who encounter it!
Thanks much for testing & solution!
Jolc3r 16 sierpnia o 6:43 
I think this can be fixed by replacing line 34 with this:

if not region:is_abandoned() then
cm:callback(function() TLA_upgrade_region(region, capital_level_2,capital_main) end, 0.1)
end

That fixed it on my end.
Jolc3r 16 sierpnia o 6:14 
I also just tried to disable the cheat mods and load the quicksave (just mct and this mod), still occurs.

Tried to disable enforcing tier on occupation and starting a new game and no crash occurs. Curiously, loading the first quicksave and turning off the option in the same turn as the raze and click will still crash. Seems to be an issue with mct not applying the option on the same turn (or the listener not disabling? not sure).
Jolc3r 16 sierpnia o 5:59 
I just tested this without any mods (only console commands, lua, and mct). Using Orion, razing Skavenblight and clicking on the settlement is 100% repro. Used commands "am" to restore movement and walked him all the way to skavenblight with a bunch of bladesingers (au wh2_dlc16_wef_inf_bladesingers_0 10) in the army to raze with autoresolve.

Maybe it only happens with certain factions, but it does happen.
Jolc3r 16 sierpnia o 5:39 
Thats not the issue, the issue is that clicking on the razed structure (the ruins) causes the crash. Resettling has nothing to do with it.
BAGHolder  [autor] 16 sierpnia o 4:39 
no such issue on my end, likely issues from other mods.

Simple test: start as Kislev, raze it, and resettle it on turn 2. It is back to lv 5 and no crash at all.
Jolc3r 16 sierpnia o 1:42 
Think I might know what the issue is? The script uses a listener for CharacterPerformsSettlementOccupationDecision, which simply looks at when someone gets a decision to occupy, loot, or raze. Seems like the underlying upgrade region function should also check whether the region was razed or not. That might be what is causing the issue, but I am not 100% sure as I have not tested it.