Crusader Kings III

Crusader Kings III

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275.891 KB
3 Apr, 2024 @ 7:53am
4 Jun @ 5:34am
8 Change Notes ( view )

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Hide Army Numbers

In 1 collection by I Am Full Truie
Immersive Hard
52 items
Description
[www.patreon.com]



Introduction
This mod is part of a broader "Rebalanced" lightweight mods series. (A breakdown from the former "Rebalanced +" mod)

I essentially made each mechanism its own submod so that players could pick only the aspects they want to see modified/added.

Indeed, everyone has a different idea of what needs tweaking in the vanilla game and what does not.

"Why not make everything Game Rule ?" one might ask ; i felt like having those as separate mods would make it easier from a player's perspective, as most people don't even bother tweaking the game rules.

It's also a little easier maintenance-wise on my end, and - I feel - more readable for players. You'll know exactly what you're modifying from your subscriptions/playsets.

All these mods will include a Game Rule (IF APPLICABLE) which will give you 5 settings :
- Values set to 33% of default - way easier/lighter
- Values set to 66% of default - easier/lighter
- Default (intended setting to play the mod)
- Values set to 150% of default - harder/heavier
- Values set to 200% of default - way harder/heavier



Mod content
A very simple mod that will hide neutral, hostile and enemy armies stacks troop strength. You will still see your allies stacks troop strength.
You will still see neutral, enemy and hostile armies troop strength if they pass through your realm or an ally's realm.
You will also see the troop strength of armies that are in a province next to any of your armies.
Also hides tooltips / breakdowns, following the same logic as above.

Originally made to be plugged in with the excellent ObfusCKate.








Compatibilty
Everything that does not modify :
- window_army.gui
- cooltip.gui

Place last in load order.



Savegame compatibility
YES



Available Languages




MY MODS




Rebalancing / Lightweight Mods


[www.patreon.com]
34 Comments
I Am Full Truie  [author] 11 Jun @ 10:35am 
@king0billy interesting ! thanks for sharing mate :) i'll see to implement when I get back to this one ;)
king0billy 11 Jun @ 9:33am 
@I Am Full Truie
1. ur code has scout player's /Vassal's county. Modding holding is too complicated.
2. "player.location" points to wherever the player is travelling or commanding the army or in the capital. The code below works well for me:

han_show_army = {
scope = character

saved_scopes = {
player
army_commander
}

is_shown = {
OR = {
is_allied_to = scope:player
this = scope:player
is_vassal_or_below_of = scope:player
scope:army_commander.location.county_controller = scope:player
scope:army_commander.location.county_controller = { is_vassal_or_below_of = scope:player }
scope:army_commander.location.county_controller = { is_allied_to = scope:player }
"scope:army_commander.location.squared_distance(scope:player.location)" <= 2018
any_army = {
limit = { # limit{}needed otherwise can't work
army_owner = scope:player # Owner must be player
}
"scope:army_commander.location.squared_distance(prev.location)" <= 628
}
}
}
}
I Am Full Truie  [author] 11 Jun @ 2:15am 
@king0billy wouldn't you need to scout relative to any player's holding/vassal's holding ?
player.location points to the players capital or something else ?
king0billy 11 Jun @ 1:46am 
@SpartanXZero add "scope:army_commander.location.squared_distance(scope:player.location)" <= 500 in han_gui.txt to make a scout founction https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3415867864&searchtext=bro%27s+
在 han_gui.txt 中添加“scope:army_commander.location.squared_distance(scope:player.location)”<=500 来实现侦察功能 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3415867864&searchtext=bro%27s+
I Am Full Truie  [author] 13 May @ 2:44am 
@Solutos Lupus the two are prolly just not compatible mate, could you tell me what happens, in any case ?
Solutos Lupus 12 May @ 7:04pm 
@I Am Full Truie - can you please update - currently cannot use battleground commanders with this mod enabled. :steamthis:
SpartanXZero 7 Sep, 2024 @ 1:06am 
While this is a neat idea, this isn't a useful mod not without a discernible in game mechanic to "scout" enemy armies strength. So you could, split or rally the proper combination of force in response. Retreat to consolidate to a position of strength, or attempt to withdraw safely.
Viking 30 May, 2024 @ 10:30am 
You can just make a mod separately so that the troops are not visible as well. You are welcome.
The Bunk 11 May, 2024 @ 11:22am 
While I love this mod for what it does do, there is the one flaw that if you mouse-over an enemy army you can still show yourself all the information that the vanilla game usually provides. So you have to, you know, not let yourself cheat & do that. ;)
I Am Full Truie  [author] 30 Apr, 2024 @ 1:37pm 
@tzverg Fog of War includes it ;)