Total War: PHARAOH

Total War: PHARAOH

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[BETA] Nuin's Forts Reinforce All Region Battles [STANDALONE]
   
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Tags: mod, campaign
File Size
Posted
Updated
1.063 MB
5 Nov, 2023 @ 5:53am
7 Nov, 2023 @ 12:54am
5 Change Notes ( view )

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[BETA] Nuin's Forts Reinforce All Region Battles [STANDALONE]

In 1 collection by Nuin
Nuin's Pharaoh Mods
7 items
Description
*** NOT MULTIPLAYER COMPATIBLE ***

CHANGE NOTES
7th November 2023
  • Was a chance for battles over forts to not be correctly identified, spawning a fort army. Fort armies now correctly do not spawn if you are fighting over a fort.
  • Fort armies that were completely destroyed when reinforcing occasionally were not identified properly. Now identified properly. If a reinforcing fort army is completely destroyed, it is also destroyed in the fort (units deleted, not set to 1hp).
  • Was a chance for battles relieving settlements to not be correctly identified, spawning a fort army. Fort armies now correctly do not spawn if you are relieving a settlement (fort already reinforces through game code).
  • Improved detection of 1 unit army spawns, fixing a potential crash.


TLDR:
This mod allows you to have a single defending character who can cover an entire province, with some or no troops with him/her. Any battle they fight will be reinforced by the local fort. This lets you heavily reinforce regions with 10 units each, at 50% upkeep, rather than having to have many expensive armies. Damage done to fort units is transferred back to fort. If a fort unit is destroyed, it is set to 1hp in the fort so it can regenerate.

Compatibility
  • Compatible with saves
  • Will work with all mods (COMPLETELY SCRIPTED)

Description
Part of Nuin's Overhauled Campaign:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3060853881

This is stand-alone (don't use it together with my linked mod ^) if you only want the forts reinforcing part of it.

FULLY SCRIPTED
This mod is fully scripted, no database changes, and is therefore compatible with any other mod. This release has many hundreds of hours of testing from myself and others.

CA doesn't seem to have provided an easy method for forts to reinforce any battle in the region, therefore this mod had to be fully scripted. Every single character is tracked through every region they pass, and every single fort is logged with every unit kept.

This mod:
  • Tracks characters moving through a region with a Fort
  • Tracks any battle fought
  • If a battle takes place in the region;
    • Spawns an army from the direction of the fort, with all fort units in it
    • Spawned army has the same experience levels as any unit in the fort
    • Any damage done to the reinforcing fort army is transferred back to the fort
    • Reinforcing units cannot be destroyed, they are set to 1hp if destroyed so they will regenerate in the fort
    • Reinforcing units do NOT gain experience. If you want more experienced units in your fort, put them in there.
    • Allows the player to opt into a fort reinforcing an allied battle in the region
    • Forts will not interfere between neutral/enemy battles in the region
    • Fort army despawns after battle

This is intended to expand on the GREAT idea of stationing troops in a region. Put a fort in any region, load it with troops, and you can have one roaming general in a province with no troops who can attack any enemy in any region within the province, and be reinforced from the local fort army.

Properly represents stationed troops in regions intercepting any attacking nation. Unfortunately lately CA has gone with a character focussed approach, where every army must be led by a general. Older games let you have roaming armies, which better allowed you to protect your regions. This game provides you the option to station troops in regions, but requires you to have a roaming army to do anything other than defend your settlements.

WARNING
It works both ways. If you attack an enemy army in their region with a fort, that fort WILL reinforce the army. Be careful, and strategize (sometimes its a good idea to besiege and destroy the enemy fort first!)

BETA
As this mod is completely scripted with an entire built library of functions for reinforcing in regions, there is potential for crashes or forts not properly reinforcing/transferring damage/or spawning with proper experience. If this occurs, please let me know.
Popular Discussions View All (1)
0
24 Feb, 2024 @ 10:17am
End turn crash.
IfThenOrElse
15 Comments
Shkiper 26 Jul, 2024 @ 1:04am 
When it will be for Dynasties?
IfThenOrElse 24 Feb, 2024 @ 10:13am 
mod still works. I have noticed a repeatable end turn crash though (but it doesn't occur every en turn). It always occurs when AI amenmesse takes their turn. Last debug output before crash occurs looks the same. wills ee if I can post it in discussions
Babylon Billy 19 Feb, 2024 @ 2:41am 
UPDATE PLEASE
the evil one 17 Jan, 2024 @ 3:18pm 
".... The code also allows for a greater than 10 unit fort.... which may also be in the works"
Sounds good
Is there any way to recruit directly to the forts ? Even if it was just native units for that region

Just noticed this run with random start positions that Taureset? is not getting the fort to reinforce her in the Zipplanda area
IfThenOrElse 7 Jan, 2024 @ 5:08am 
Hey, heads up - I have been struggling to get the starting fort in Suppi's campaign to reinforce any battle.
毒菇酒溅 2 Jan, 2024 @ 6:52pm 
这个mod在过回合的时候触发战斗会导致游戏频繁崩溃。希望作者能再测试后并消除BUG。
Nuin  [author] 12 Nov, 2023 @ 4:44am 
@haganaz could potentially make it so its player only or inflict a march debuff on the reinforcing army (the units all arrive tired)
Nuin  [author] 12 Nov, 2023 @ 4:43am 
hmmmm havent run into that, the mod should only trigger when a battle starts not a transfer. Ill see if i can find that bug @m1k3N3 i know you said not related to mod but it might impact mod if the game is incorrectly throwing a pendingbattle instead of transfer unit interaction event
Mumm-Ra 10 Nov, 2023 @ 6:23am 
not related to this mod, but ya there's a weird issue when playing Ramesses and my army stops at an Egyptian Fort building. an unknown general pops up on the transfer screen. he's not a general ive recruited, its not even a general in the recruitment pool. i think the unknown general is the general from the Egyptian Fort building. You can transfer the units to the unknown general, but then units just disappear forever.
Vlady the Impaler 10 Nov, 2023 @ 6:22am 
That is an amazing expansion of the OG concept!
And if you're able to do the same for settlements, it'd be crazy x)
Surely a bit OP tho, means you got to mobilize a crazy amount of troops to get things done :° Campaign could be come a bit static.