Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
and I want to ask u something maybe you know something about UI lock.
because to tell u the truth i don't know if you saw any WH 3 coop gameplay but they added the simultaneous turns to the game but i saw something Annoying there that when your friend get to Pre battle screen the game lock the other players UI so they need to wait for some time until that player decide what to do(play battle/auto resolve) so I want to try to disable it so players can still play even when other players are in the Pre battle screen.
do u think something like that possible or it something hard coded to the game?
(Im asking because u have alot more knowledge about this game limitations then me so i want some info if I can before I even trying something like that :) )
I try to get a little to scripting so i wanted to ask u where did u find the uicomponent "button_spectate_battle" in the data file because i can find the rest but not this one.
tnx.
What I noticed when my friend and I were doing the 'No Multiplayer Battle Confirmation' is that the documentation was sometimes not very clear, and the behavior of a mod for multiplayer can be unstable.
The game apparently takes away the ability to use diplomacy when it's not your turn, I imagine that's even why out of your turn you will only receive proposals from the AI (while you are on it's turn).
That script there is making the button visible, there is another option for when the button is inactive if I'm not mistaken, but anyway you would have to make the game load what is loaded during your turn to make diplomacy works, and this in multiplayer can generate desyncs probably (at least when I tried to do something similar in multiplayer it happened desync).
do u think its possible to make the diplomacy button to work even when its your friend turn ?
i tried it with this script but its not working
core:add_ui_created_callback(
function()
local root = core:get_ui_root();
local uic = find_uicomponent(root, "faction_buttons_docker", "button_diplomacy");
uic:SetVisible(true);
end
)
This was a problem that my friend and I have already tried to deal with, but the way the mod works (delay between actions) is problematic, because this will create a problem that if the player clicks before the timer ends, the game will crash.
If it's really not working I can already figure out how to fix it, I'd just like to confirm it because I'll probably have to create another page for the mod (because my friend isn't very available to download the game and update the mod).
We had default battle resolution: Play Battle
I played battle on first combat, and player2 got spectate...
Please fix this, this mod is too good to be true, I really hoped it would work
could the reason be that we installed it mid campaign and not started it with the mod? will try again when we start a new campaign. its the best mod out there imo.
thanks!
I can only imagine this happening if you don't change the Default Battle Resolution to Play Battle.
tried it and loved it, but for some reason it autoresolves when i fight battles
An update will not be necessary.
We will be trying to work on a permanent solution but for now we don't think that it is possible.
Great mod and will follow for updates
A notice Can you add another version that has no 30 seconds of waiting after the battle ?
Would be great to have as well.