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Now by doing it from the main menu it's fixed.
Thanks for the (very) fast answer.
If you're in a campaign, the settings are intended to be locked, since the mod only runs once at the start of a new campaign it locks the settings once it's done.
If you're seeing it in the main menu though, that's a bug I'll have to look into.
In the mod manager I do see the mod appear, but all checkbox are uncheckable.
There are 3 icons next to it, with the last one being a lock "this control is locked".
1) Nothing at all was removed
2) and 3):
I switched back to standard - works well. Original problem was with automatic (default setting).
Works on "end of turn" without additional mods.
Also, when I tested first time on automatic, on one test, I skipped initial battles and it worked. On the following three tests, I autobattled, and it failed to remove (tested with other mods, but I don;t use much, mainly SFO and QoL stuff).
My laptop is kinda crap, so might be related.
1) When you say it fails to remove at the end of the turn, do you mean that it removed things earlier in the turn, or that it removed nothing at all?
2) If you change the setting to "End of Turn", does it work correctly?
3) If you run the game with only 3 mods, MCT, RDLL, and this one, does it work correctly?
Enountered a bug (?) after last update. While using recruit LL mod and your mod and it being set on automatic it failed to remove regions at the end of turn
Nobody else has functionality for preventing resettling, which is one of the biggest issues with trying to control the size of the map. Since the AI will just resettle all the free real estate if you use a mod to kill off a bunch of factions.
If you pair this mod with one that moves start locations for you and the AI, you can kind of recreate the custom campaign functions of other grand strategy games. The lack of this function is sorely felt in Total War games. I think this really hurts them since not everyone wants to ONLY either play a giant campaign or a narrative one.
If you can give me a list of things you'd want added I can try to do it when I have some spare time.
Thank you sososo much !
@Вчера был там. There's a lot of things that could cause that issue, can't really tell without more information. Since I've updated the mod myself you shouldn't need to do it anymore though.
If you want to make it compatible yourself (by compatible I mean, work on all vanilla provinces not the new ones the IEE adds) simply change line 867 on the main script file
from
if campaignKey == "wh3_main_combi" then
to
if campaignKey == "cr_combi_expanded" then
If you're desperate about adding the new provinces you can get that from the IEE mod file under provinces_tables (37 of them)
You can just find out where they are, add another region slot to the script etc. etc.
The tutorial is for your personal use only. Please don't re-upload Rixaxun's mod.
@Enuma Elish I don't know Chinese, but using google translate you're asking about online multiplayer compatibility? I'm not sure since it's never been tested, but it might work if all players have the mod and the same mod settings.
I would appreciate it if you could make it compatible with the Immortal Empires Expanded mod.
I've updated it for 5.0 now. The only issue from patch 5.0 was that Gelt didn't get destroyed along with the rest of Southern Cathay, since he moved, which has been fixed.
This way they could maybe become a threat in the late game when you reach far enough.
- Access the MCT settings menu from the game's main menu.
- Tick the boxes next to the regions you want emptied.
- Start a new Immortal Empires campaign.
If that's what you're already doing and it doesn't work, it might be a mod conflict.
I checked the boxes next to the region names and nothing happened.