Total War: WARHAMMER III

Total War: WARHAMMER III

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Heal Modded Garrisons On Turn Two
   
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Tags: mod
File Size
Posted
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163.183 KB
19 Apr, 2023 @ 12:19am
20 May, 2023 @ 7:30pm
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Heal Modded Garrisons On Turn Two

Description
Garrison mods are amazing, but they cause the garrisons to start out damaged when they populate on that faction's first turn. This script will fix that.

Player's starting garrison will heal on turn one. Everyone else heals on turn 2. This mod should finally work properly now that I understand that I needed to wait until turn 2! Let me know if you see any issues.

If you host a garrison mod and want to include this, just give me a shout out or something.

Note: I bugfixed a listener that someone else wrote as part of a giant combined pack file I was working with back when we had the limit on mods you could use at a time. I do not know who wrote the original copy. If you happen to know who did, feel free to give me a shout so I can give them proper credit.
13 Comments
Schweik 2 Dec, 2023 @ 2:25am 
I thought that turn one healing of garrisons is a little bit more helpful for non-legendary AI factions, because some LLs start near hostile province capitals, immediately capturing it on turn one.

Anyway, I'm sorry to bother you with my comment. I have only noticed now that the most recent post was on May 20th.
Lycia Pintella  [author] 28 Nov, 2023 @ 4:46pm 
So the major difference seems to be that you are making the cqi a variable then using the variable instead of putting it directly from the region list on the fly. Anything else I am missing? I used to code some back in the day but I am rusty at best, these days. Is that really enough of a difference to allow this to fire on turn one and finish?
Schweik 28 Nov, 2023 @ 8:56am 
Hello! Whtn I created a mod multiplying number of entities in garrisons, I had an exact same issue, as garrisons started at half or quarter strength, so I used the following method, which seemed to work for me:

function larger_garrisons_script()
if cm:is_new_game() then
local regs_list = cm:model():world():region_manager():region_list();
for i = 0, regs_list:num_items() - 1 do
local reg_cqi = regs_list:item_at(i):cqi();
cm:heal_garrison(reg_cqi);
end;
end;
return nil;
end;
Lycia Pintella  [author] 20 May, 2023 @ 10:10am 
Mod should be fixed now. =)
Lycia Pintella  [author] 26 Apr, 2023 @ 8:23pm 
I'm having the opposite problem with Great Settlement Battle Overhaul - I'm getting heals after turn one, though that could be because of a new mod I am writing and not this one. =P
Bostson 25 Apr, 2023 @ 5:45am 
what do you mean? are all garrisons being healed at every player turn start?
Bostson 25 Apr, 2023 @ 5:45am 
it's not working the mod: Leon Garrison Overhaul
Lycia Pintella  [author] 24 Apr, 2023 @ 10:23pm 
Speaking of, I need to change the code so it only calls those functions on new games.
Lycia Pintella  [author] 24 Apr, 2023 @ 10:22pm 
First tick of a new game, and first tick of player's first time. Running it just once wasn't getting the job done for some reason.
Bostson 24 Apr, 2023 @ 6:42pm 
is the method being run every turn?