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Same for the modded test, they all usually came out around half the XP by turn 2 for me. Since there is no difference in XP between different potential values, I pretty much came to a conclusion that they were simply not working.
I've tested again with both campaign settings on but there's not much difference for me. I'll try to update post if I get to test more, thanks so much for replying.
Festus' Level on Turn 2:
- 2.95 at 255
- 2.95 at 400
- 2.95 at 0
Festus' Level on Turn 3:
- 4.25 at 255
- 4.25 at 400
- 4.25 at 0
So there's something odd going on in both vanilla and with this mod enabled, but the "odd" is different for each.
- At vanilla FP Festus got to level 6.5 by turn 2, taking a settlement and presumably fighting an army beforehand. For a total of 2 battles. There's no way to tell what Festus' FP was at this point.
- At 400 FP Festus got to level 6.8 by turn 2, taking a settlement and presumably fighting an army beforehand. For a total of 2 battles.
- At 0 FP Festus lost his first battle and his army was wiped out.
Tested using the following commands in Lua console, within the same campaign:
local faction = cm:get_faction("wh3_dlc20_chs_festus")
cm:faction_set_total_potential_override_value(faction, true, 400)
I've ran 2 simple tests to showcase clearly here, one with directly modifying values in database tables and another by doing the same through MCT settings of this mod.
Settings I used are 1. Max potential @ 400 with -75% upkeep (everything else remains the same). 2. All Minor faction potentials set to 0. 3. All campaign difficulty FP bonuses are set to 0. 4. Only Festus gets 400, rest of the playable factions are untouched.
https://imgur.com/a/potential-tests-AtsJBpM
As you can see, from the first battle alone there is a big XP difference as well as upkeep value of Trolls. By turn 30, the faction / army strength between the two are night and day.
I usually keep both of those vanilla settings enabled for my campaigns.
So would it be possible to add to the mod description a list of the other mods that this replaces/supersedes/includes?
For example I just saw that the author of Equal faction potential says this supersedes that. And I am wondering if it also includes other mods I have running
No Handycap For Minor Factions and https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2977198923
Many thanks!
I've also brought the default FP settings more in line with vanilla.
I think a better indication of this mod working is to look at how much experience an AI general gets after their first battle with their FP set to 400 versus setting it to 0. You should notice a substantial difference between the two.
The little counter that tells you how many factions in a culture you have selected ( the "0/25", ect) does not show for those modded factions either.
Other modded factions seems to work when they're part of a base game cultures/races.
If I select one OvN faction to put it into a group, then the faction will get selected in all custom groups. If I them deselect the same faction in one group, the faction them gets deselected in all groups. This issue seems to happen with all the OvN factions (Famir, Albion, Araby, Southern Realms, ect).
Clearing a group using the "Do Stuff" button will reset the AI bonuses to default for that group, but it will also reset the factions in that group to the default for that group. For custom groups this would de-select all of the factions and leave the group empty.
If all active groups are disabled, empty, or suddenly become empty, no changes to AI bonuses will occur when the menu is closed, and they will be left at whatever they were before the group(s) was disabled or emptied.
If you want to revert only the AI bonuses to default for a custom group I'd recommend clicking the circular arrow button that appears next to a setting when it is not at its default value — for every setting in the Faction Potential Bonuses category (XP gain, building costs, ect..). The "Do Stuff" button would do only this as well for the predefined groups such as All Playable Factions.
As for the other mod, you may not need to change the load order. It's not clear to me how the two mods will interact. I'd try setting all the buffs the AI gets from my mod to 0 and see if they're really weak.
If they are really weak then that means my mod overrides the other, and you'd control the AI bonuses through my mod. If they aren't really weak, then the two mods should work fine together with the bonuses from my mod left at 0.
The description says: "If you want a version with potential, you can look for another mod that modifies it and load it with higher priority than this one". So in mod manager i changed order of this mod, to be on top. So this mod is 45, and the other mod is 50. Is this correct?