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Added; thank you!
@Shatilov
Those lines are already in the mod (default values are 10, the mod has all three at 5).
@illenvillen23
This mod adjusts both user and AI replenishment down by 50%. If you notice the AI constantly replenishing at a higher rate than you, it may be a mod conflict or something with that AI faction that allows them higher replenishment. Late game especailly you will still see high replenishment.
@MartialDoctor
This mod has over 1000 lines of changes to replenishment. Some very helpful users post things I miss and I fix them as I'm able, but these are very small issues within the scale of the mod (one thing out of 1000 that isn't reduced to 50%). I wouldn't worry about the mod not functioning as intended if I haven't fully caught up on a change or two.
Sorry to bother but do you plan on addressing these bottom issues that were brought up? I'd really like to use your mod but I worry it isn't working properly at the moment.
in the folder below
effect_bundles_to_effects_junctions_tables
wh3_main_ritual_ksl_winter_salyak_force
effect_bundles_to_effects_junctions_tables
effect bundle key
wh3_dlc20_climate_suitable_frozen
wh3_dlc20_climate_uninhabitable_frozen
wh3_dlc20_climate_unsuitable_frozen
effect key
wh3_dlc20_effect_province_merc_replenishment_undivided_marauders_hidden
Fixed, thank you!
in the folder below
campaign_effect_list_effect_junctions_tables
the khorne bloodletting faction, needs to change the effect_scope to reflect the new changes in 6.0
wh_main_effect_force_all_campaign_replenishment_rate wh3_main_khorne_win_streak_0 faction_to_force_own 1.0000
wh_main_effect_force_all_campaign_replenishment_rate wh3_main_khorne_win_streak_1 faction_to_force_own 2.0000
wh_main_effect_force_all_campaign_replenishment_rate wh3_main_khorne_win_streak_2 faction_to_force_own 3.0000
wh_main_effect_force_all_campaign_replenishment_rate wh3_main_khorne_win_streak_3 faction_to_force_own 4.0000
they should be force_to_force_own
Adding a new 120 new troop in 1 turn but waiting 3 to replenish is just not logic
The AI gets the same replenishment penalties the player does. If you find the AI has too many armies, you'll need to adjust down the difficulty to change that.
I probably just missed it; added now. It can be difficult to find the new replenishment updates because I have to global search the db on each new patch and check each new value vs my old value to see if it's new and I need to add it or if I already have it. There isn't a way that I know of to just see new replenishment additions in a new update. You are my main source for finding new lines to add as the game gets updated actually. Unless I notice an issue personally while playing, it usually doesn't get added.
wh3_main_ogr_camp_defence_replenishment_1 wh3_dlc25_effect_force_all_campaign_replenishment_rate_sphere_hidden force_to_force_own 3.0000 5.0000 0.0000
No, because it's not a script. You'd have to manually modify every value in the tables. You can do that, but you'd have to double all the values (to get vanilla) then manually divide them by the amount you want and input it in each table (there are a lot).
@Shatilov
Thanks!
wh3_main_ogr_camp_defence_replenishment_4 wh_main_effect_force_all_campaign_replenishment_rate force_building_to_force_in_sphere_of_influence_own 4.0000 2.0000 0.0000
wh3_main_ogr_camp_defence_replenishment_5 wh_main_effect_force_all_campaign_replenishment_rate force_building_to_force_in_sphere_of_influence_own 6.0000 3.0000 0.0000
wh3_main_ogr_camp_town_centre_1 wh_main_effect_force_all_campaign_replenishment_rate force_to_force_own 5.0000 0.0000 0.0000
Try unsubscribing and resubscribing to both mods. I've never had that issue personally.
Added, thank you!
wh3_main_minor_cult_shallya_1
wh3_main_minor_cult_shallya_1 wh_main_effect_force_all_campaign_replenishment_rate foreign_building_to_force_own_factionwide 2.0000 2.0000 0.0000
wh3_main_minor_cult_shallya_1 wh_main_effect_force_all_campaign_replenishment_rate_horde foreign_building_to_character_own_regionwide 10.0000 10.0000 0.0000
1st line should be 1
2nd line should be 5
would you kindly, add them to the mod please,
Maybe you missed adding it ?
Healer's Camp
Plague Chance of a plague spreading: -10% (factionwide)
Plague Plague duration: -1 turns (factionwide)
Replenishment Casualty replenishment rate: +10% (factionwide), I want to decrease this to 5
Nothing has been done to the AI's logic regarding replenishment. Instead, this value of 50% was chosen because it achieves the aim of more realistic replenishment while still enabling the AI to handle that problem and be competitive. Personally, I pair this mod with another mod that gives the AI much, much more money as well. I've never had an issue with the AI running around with depleted armies, which I did have when I originally made this mod in TWW1 at -90% replenishment. I have also not heard any complaints about the AI running around with depleted stacks.
I don't use SFO so I can't say for sure, but it should. Just make sure my mod is higher in your load order (so closer to 1 than SFO is) and it should.
It should, and no worries! It's not even a noob question, really. Unless a new unit (like a lord or hero) has their own custom made replenishment stat that wasn't in vanilla, the mod should work for them. If the replenishment stat applying to a custom unit was in vanilla (which they all should be) the custom unit should be affected normally.
If you try it and see those units replenishing significantly faster than your others, it may not be working.
I apologize for asking such a noob question.
I've never used it, so I just have to go off the descriptions, same as you. From his description, he's made replenishment different by troop type and changed recruitment costs. He says the AI will merge units, but I have never seen that happen. Unless he's scripted something to make them I'm not sure how he's managed that. My mod used to be a 90% reduction across the board, but the AI kept running around with ineffectual armies because it never merged troops, hence the decision to go with 50%. Maybe he's managed to make it happen though. As I've never used his mod I can't say.
If you are asking if the mod affects replenishment gains from the tech tree (ie. Tech A = Replenishment 4%) then yes (Mod: Tech A = Replenishment 2%).
Added now, thank you!
wh3_main_kho_port_1 wh_main_effect_force_all_campaign_replenishment_rate building_to_force_own_in_province_own 3.0000
wh3_main_kho_port_2 wh_main_effect_force_all_campaign_replenishment_rate building_to_force_own_in_province_own 6.0000
wh3_main_kho_port_3 wh_main_effect_force_all_campaign_replenishment_rate building_to_force_own_in_province_own 10.0000
This mod affects replenishment rate, not movement.
It works on my end. Try unsubscribing and subscribing again. If it still doesn't work, you may have another mod overwriting this one. Try putting this mod at both the top and then bottom of your load order to see if it starts working.
Then don't use? Your problem is with the mod itself, not the specific design implementation of the mod. So I am not sure what you are trying to accomplish here.
Yes.