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
Updated
163.272 KB
19 Apr, 2023 @ 12:19am
26 Mar @ 2:15pm
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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.
17 Comments
Lycia Pintella  [author] 12 Jul @ 6:16pm 
My PC died for a bit after our discussion, but I have it back up and I will try to take a look in the next few days.
Herald 15 May @ 11:43am 
@Lycia Pintella No problem, I first noticed the game behaviour because my start position mods use the heal_garrison command. Then I tested your mod, and everything seems fine for everyone on turn 1.

Let me know what your test shows.
Lycia Pintella  [author] 15 May @ 11:28am 
Weird. I'll take a look at it soon and adjust if I see the same result. Thanks for letting me know.
Herald 15 May @ 5:51am 
Hi, I just tested your mod with a garrison mod, and all garrisons are new and healed up on turn 1, the healing on turn 2 isn't necessary anymore it seems.
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?