Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Dumb Supply System beta ver 0.24
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Update: 26 Jan, 2023 @ 3:46pm

27.1.2023 beta ver 0.24 - finally fixed the bug occurring when 2 or more armies changed general at the same time. Now there will be no more casual effects (like 0 supplies) and all the values will be correctly loaded.

Update: 11 Jan, 2023 @ 8:57pm

--12.1.2023 beta ver 0.23 - permanently fixed the mod's limitations according to which the mod didn't recognise client/vassal faction's regions as allied(so armies consumed food supplies like in foreign lands). Now result are coherent in every campaign and in every region after fixing a "bug" in checking some diplomatic stances; for this i've furtherly developed the new function to solve the problem:
--now working VassalClientFactions() (local function) used to check the factions diplomatic status at every turn end (so a 1 turn delay could occurr if a faction changes his diplomatic status versus player, while army is in region of this faction - for example when the owning faction of the region where an army stays, declares war on you after end turn). The function substitutes the previous AlliedFactions(), which has proved unstable, working just when the target faction had just 1 treaty versus player (in reality this issue happened because a previous wrong logical interpretation of mine in function). Function can be developed up to check every diplomatic stance, but at the moment i need only clients and vassals;

Update: 11 Jan, 2023 @ 7:32pm

Update: 11 Jan, 2023 @ 5:52pm

--12.1.2023 beta ver 0.23 - permanently fixed the mod's limitations according to which the mod didn't recognise client/vassal faction's regions as allied(so armies consumed food supplies like in foreign lands). Now result are coherent in every campaign and in every region after fixing a "bug" in checking some diplomatic stances; for this i've furtherly developed the new function to solve the problem:
--now working VassalClientFactions() (local function) used to check the factions diplomatic status at every turn end (so a 1 turn delay could occurr if a faction changes his diplomatic status versus player, while army is in region of this faction - for example when the owning faction of the region where an army stays, declares war on you after end turn). The function substitutes the previous AlliedFactions(), which has proved unstable, working just when the target faction had just 1 treaty versus player (in reality this issue happened because a previous wrong logical interpretation of mine in function). Function can be developed up to check every diplomatic stance, but at the moment i need only clients and vassals;

Update: 5 Jan, 2023 @ 7:17am

-- 5.1.2023 beta ver 0.22 - Furtherly developed the new function for checking the client/vassal factions (not recognised by the classical "allied_with()" function; now the function is able to check the silent changes of diplomatic status; the allied effects in client/vassal states are now more stable and the results seems globally coherent (the fix is FOR NOW NOT YET STABLE, cause it works well for some campaigns and bad for some others - further testing is needed) - New bonuses for AI = since now AI land armies will gather +36 (instead of +18) food supplies by staying in owned regions and +18 (instead of +9) food supplies by staying in allied regions; since now AI navies will consume -1 food (instead of -2) supplies per turn;

Update: 3 Jan, 2023 @ 5:44pm

-- 3.1.2023 beta ver 0.21 - fixed the mod's limitation according to which the mod didn't recognise client/vassal faction's regions as allied (so armies consumed food supplies like in foreign lands). Now added a new function to check diplomatic status, abandoning the :allied_with() function - Furthermore i added some "bonus values" for AI navies, for increase global game balance;

Update: 3 Jan, 2023 @ 4:26pm

Update: 2 Jan, 2023 @ 5:29pm

Update: 27 Dec, 2022 @ 2:13pm