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In my example, the AI will just have 10 hobgoblins or 10 dwarf warriors, whichever is higher in priority. A player knows that it makes more sense to mix the two. Hopefully a companion mod is released sometime that helps the AI decide what would be best to cut to work within a unit limit that's lower than 20.
In case of 10 hobgoblins and 10 dwarf warriors, you will see 10 of the unit with the highest priority number, and not 5 of each. It is a limitation that is hard coded in the database, so no scripting will help you on this.
I have not delved into what kinda of decisions CA has made on how to prioritize units, goes outside the scope of my work. :-)
Is it just based on the order they were added? Are the newest or the oldest prioritized? Is it cost? This is the only thing that's not really clear to me. Otherwise, this seems like a great mod for more focused battles.
It is actually not too difficult to make. You need a tool called "rpfm", check this link:
https://tw-modding.com/wiki/Tutorial:RPFM_For_Dummies
In my mod I have database table with groups of dummy units that are assigned to the various settlements. You only need to modify that one table and adjust the number of dummy units in each group. If you want a cap of 18 there needs to be 2 dummy units in the corresponding group.
Oh no, sorry if i wasn't clear trubble, i meant to ask you to just remove the building tier cap from this mod. The T1,T2 and T3, etc. In SFO, a T3 building can easily have like 16 units rather than the 12 from this mod, so upgrading your garrison feels bad
I was asking if you could remove the tier restrictions for the number of units. Meaning even a t2 keep can have 18 but the cap will still be 18 for t5
Either way, would be difficulty for me to do this myself as private mod? I tried edditing the files but all i get is mumbo jumbo spitted out when i open. I assume i need some specific program to open.
Having a limit of 18 instead of 20 is not that big a change that only affects high tier settlements. I wonder if the difference is significant enough to really justify making a mod for it.