Crusader Kings III

Crusader Kings III

Hide Army Numbers
34 Comments
I Am Full Truie  [author] 11 Jun @ 10:35am 
@king0billy interesting ! thanks for sharing mate :) i'll see to implement when I get back to this one ;)
king0billy 11 Jun @ 9:33am 
@I Am Full Truie
1. ur code has scout player's /Vassal's county. Modding holding is too complicated.
2. "player.location" points to wherever the player is travelling or commanding the army or in the capital. The code below works well for me:

han_show_army = {
scope = character

saved_scopes = {
player
army_commander
}

is_shown = {
OR = {
is_allied_to = scope:player
this = scope:player
is_vassal_or_below_of = scope:player
scope:army_commander.location.county_controller = scope:player
scope:army_commander.location.county_controller = { is_vassal_or_below_of = scope:player }
scope:army_commander.location.county_controller = { is_allied_to = scope:player }
"scope:army_commander.location.squared_distance(scope:player.location)" <= 2018
any_army = {
limit = { # limit{}needed otherwise can't work
army_owner = scope:player # Owner must be player
}
"scope:army_commander.location.squared_distance(prev.location)" <= 628
}
}
}
}
I Am Full Truie  [author] 11 Jun @ 2:15am 
@king0billy wouldn't you need to scout relative to any player's holding/vassal's holding ?
player.location points to the players capital or something else ?
king0billy 11 Jun @ 1:46am 
@SpartanXZero add "scope:army_commander.location.squared_distance(scope:player.location)" <= 500 in han_gui.txt to make a scout founction https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3415867864&searchtext=bro%27s+
在 han_gui.txt 中添加“scope:army_commander.location.squared_distance(scope:player.location)”<=500 来实现侦察功能 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3415867864&searchtext=bro%27s+
I Am Full Truie  [author] 13 May @ 2:44am 
@Solutos Lupus the two are prolly just not compatible mate, could you tell me what happens, in any case ?
Solutos Lupus 12 May @ 7:04pm 
@I Am Full Truie - can you please update - currently cannot use battleground commanders with this mod enabled. :steamthis:
SpartanXZero 7 Sep, 2024 @ 1:06am 
While this is a neat idea, this isn't a useful mod not without a discernible in game mechanic to "scout" enemy armies strength. So you could, split or rally the proper combination of force in response. Retreat to consolidate to a position of strength, or attempt to withdraw safely.
Viking 30 May, 2024 @ 10:30am 
You can just make a mod separately so that the troops are not visible as well. You are welcome.
The Bunk 11 May, 2024 @ 11:22am 
While I love this mod for what it does do, there is the one flaw that if you mouse-over an enemy army you can still show yourself all the information that the vanilla game usually provides. So you have to, you know, not let yourself cheat & do that. ;)
I Am Full Truie  [author] 30 Apr, 2024 @ 1:37pm 
@tzverg Fog of War includes it ;)
tzverg 27 Apr, 2024 @ 8:45pm 
did you can plug this mod with fog of war spying system?
I Am Full Truie  [author] 22 Apr, 2024 @ 5:45am 
@Axem Black nope
Axem Black 20 Apr, 2024 @ 7:39pm 
can you see the strength of an enemy army placed next to your army, in enemy or neutral territory?
PokeMageTech - ProNetNeutrality 11 Apr, 2024 @ 8:11am 
@hamletsdead That'd definitely be really awesome, but that'd be a much harder to make and more complicated mod, sadly.
Gloccan7 9 Apr, 2024 @ 5:17pm 
dam
I Am Full Truie  [author] 9 Apr, 2024 @ 2:46am 
@hamletsdead no the ai is unaffected, it's only a GUI edit
hamletsdead 8 Apr, 2024 @ 6:06pm 
@I Am Full Truie, does this affect AI logic as well? I.e., AI will be much more hesitant to send in troops to cream tiny little split off companies because it's unsure how big they are?
I Am Full Truie  [author] 8 Apr, 2024 @ 2:08am 
@PokeMageTech - ProNetNeutrality no it doesn't, it's meant as a lightweight mod to be plugged in easily in a modlist :)
PokeMageTech - ProNetNeutrality 7 Apr, 2024 @ 3:03pm 
Does this add anything Fog of War doesn't? I can't remember now if FOW keeps you from seeing enemy/neutral army sizes.
Hecleas 7 Apr, 2024 @ 11:12am 
You are awesome man, you have all my gratitude!
Thank you for giving me your time.
I know what it's like to take your time modding ^^

The advantage of hiding heritable traits is that we no longer concentrate on systematically looking at who is "genius" which is a completely cheat trait ^^
But marriage now becomes really strategic or assuming based on the character's appearance or whatever.
We leave the "meta" gameplay
I Am Full Truie  [author] 7 Apr, 2024 @ 11:09am 
@Hecleas alright then, i'll look into releasing that as another simple mod series
just hiding the inheritable traits ^^
Hecleas 7 Apr, 2024 @ 11:05am 
I played with this mod, but it's mainly just this element that interests me. And the others who are also interesting, your mods do too ^^
That's why I would like a separate mod, because this mod is great, but if it's just for this mechanic, the mod is quite heavy in terms of overhauling the game
I Am Full Truie  [author] 7 Apr, 2024 @ 10:57am 
@Hecleas i'd recommend using obfusckate mate ;) It already does that and a lot more ! makes the game much more interesting imo ^^
I actually made this mod to go with obfusckate originally (link in mod desc)
Hecleas 7 Apr, 2024 @ 10:06am 
Thanks for all your mods man!
Is it possible for you to make a mod that hides all inheritable traits? This would drastically change the way you play. It's an element that would match a lot with the rest of your mods, like fog of war etc.
If you can do it, you're a hero ^^
I Am Full Truie  [author] 7 Apr, 2024 @ 5:46am 
i'll have to see
the idea of this mod series is to keep them simple, Gamecube suggestions is pretty script heavy tbh
Tecumseh 7 Apr, 2024 @ 4:56am 
Gamecube's suggestion is pretty good
[Army of Two] AXIS 5 Apr, 2024 @ 1:29pm 
I love @Gamecubes idea, I also loved the Gamecube back in the day
Srecko 5 Apr, 2024 @ 2:15am 
Thank you for your mod!
I am curious though... Am I supposed to see enemy army size when I hover my mouse over it? Enemy is outside my borders, and there is a "???" symbol over that army. But when I actually hover my mouse over the army, I can see the total size and composition of their troops. Is that working as intended, or something is wrong on my end?
Thanks.
Gamecube 4 Apr, 2024 @ 8:02pm 
cool mod. Ever thought about making it so that once you know how many it is it's still rough guesses? like you know the army is roughly 10-15k allowing you to go in to enagements unsure of whether you're going in as the favourite or not. And it could be tied to ur spymaster or smth as a % of how accurate the information is? Idk if that's possible at all tho
[Army of Two] AXIS 4 Apr, 2024 @ 3:40pm 
What if it is a spymaster battle, if your spymaster is better than theirs the % chance of revealing their numbers increase?

So spymaster has 14 intrigue, the enemy spymaster has 10, then there is a 4% chance to reveal for example? Rough idea on the spot
I Am Full Truie  [author] 4 Apr, 2024 @ 9:27am 
@[Army of Two] AXIS mmmh not sure it's doable, finding a way to scope an adjacent holding to yours would be tricky I think
I Am Full Truie  [author] 4 Apr, 2024 @ 9:26am 
@牛奶大魔王 fairly compatible as it doesn't overwrite gui files but only gui block related to army stacks
牛奶大魔王 4 Apr, 2024 @ 3:11am 
so this mod change ui ? it compatible with other ui mod?
[Army of Two] AXIS 3 Apr, 2024 @ 3:59pm 
could the army number be revealed when one tile away? Like, simulate that the scouts of your army can see and count their numbers when it is very close. Possible?