Total War: WARHAMMER III

Total War: WARHAMMER III

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Heal Modded Garrisons On Turn Two
   
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2023년 4월 19일 오전 12시 19분
2023년 5월 20일 오후 7시 30분
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Heal Modded Garrisons On Turn Two

설명
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.
댓글 13
Schweik 2023년 12월 2일 오전 2시 25분 
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  [작성자] 2023년 11월 28일 오후 4시 46분 
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 2023년 11월 28일 오전 8시 56분 
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  [작성자] 2023년 5월 20일 오전 10시 10분 
Mod should be fixed now. =)
Lycia Pintella  [작성자] 2023년 4월 26일 오후 8시 23분 
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 2023년 4월 25일 오전 5시 45분 
what do you mean? are all garrisons being healed at every player turn start?
Bostson 2023년 4월 25일 오전 5시 45분 
it's not working the mod: Leon Garrison Overhaul
Lycia Pintella  [작성자] 2023년 4월 24일 오후 10시 23분 
Speaking of, I need to change the code so it only calls those functions on new games.
Lycia Pintella  [작성자] 2023년 4월 24일 오후 10시 22분 
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 2023년 4월 24일 오후 6시 42분 
is the method being run every turn?