Total War: WARHAMMER III

Total War: WARHAMMER III

Heal Modded Garrisons On Turn Two
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?
Bostson 25 Apr, 2023 @ 5:45am 
it's not working the mod: Leon Garrison Overhaul
Lycia Pintella  [author] 24 Apr, 2023 @ 10:23pm 
Speaking of, I need to change the code so it only calls those functions on new games.
Lycia Pintella  [author] 24 Apr, 2023 @ 10:22pm 
First tick of a new game, and first tick of player's first time. Running it just once wasn't getting the job done for some reason.
Bostson 24 Apr, 2023 @ 6:42pm 
is the method being run every turn?
Lycia Pintella  [author] 19 Apr, 2023 @ 9:01am 
Except for the Albion, Southern Realms, and Fimir submods. Those were new.
Lycia Pintella  [author] 19 Apr, 2023 @ 9:00am 
I know how to set garrison unit priorities (I have a heavily modified copy of The Great Setllement Battle Overhaul that I used to maintain for my personal use with my own sets of units, but I don't know a way to actually change that priority in-game. I don't know if a script can even modify a db table. I'm still kinda new.

Side node on the mods I released: I had all of those mods as part of my Great Setllement Battle Overhaul copy, and all I did last night was import them into separate pack files and post work I had done like, 6 months ago. Heh.
888 19 Apr, 2023 @ 6:43am 
you brought some mods out recently g. I dont had a issue with modded garrisons with new campaigns...... only thing I ever wished to have..... exchangable garrison units.... so when I have more than 20 units in garrisons ( trough mods) I could choose the most valuable ones.

I know this has nothing to do with your mod..... still the hope is there that someone, once, creates such a mod :-) ....