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Proper loved this mod, so good CA made its features base game. Respect.
@HolyRedEye Nope, but is extremely easy to do yourself.
Short guide, to add units from other mods (like SFO): You only need to add those units + set my ability in a table (you need to do this for all four abilities, so four different tables) within: db/land_units_to_unit_abilites_junctions_tables. Make sure you do not use the same table name as mine and other mod (load order does not matter, so you can name whatever you want, you’re only adding, not editing).
Also coming up overhaul that others haven't touched before, the biggest offender: AP. I've requested CA to make different levels, as not all weapons ought to always penetrate armor. Coming up. Also that big ui project, covers not only fatigue, but also terrain, weather, climate, region and food + economy (another mod in the making).
Lastly, need to make guides and upload my python scripts that makes life much easier for modders. Also guide for graphic settings and how they relate to modding + my useds settings for smooth experience, even with older hw or demanding settings.
Thanks, I hope you enjoy! I'm currently back at modding after taking a long break, was working on big ui project that would not datacore unit_information layout file, as some mods already did it, but there many script events are not even wired, still contemplating to continue if CA does not answer my request. Also filed an easy bugfix in that same file, which I've used in this mod as well, to hide the ability from unit card, but only show it up in battle for the phase effect when it kicks in and that fix is literally just a 1-liner conditional statement that is still wrong in vanilla, but I didn't got an answer yet (posted it to CA and messaged a dev about it, but no idea if he still works there, msg not even read).
Currently also using mods from others, lots of good stuff for sure on the workshop! Been thrown in the world of visuals (3d models and animations), made a few submods and patched some annoying animation vfx'es for certain characters.
I still dont get why CA thinks 10% reload speed nerf at exhausted is okay while also taking away 30% melee attack. By contrast exhausted in SFO halves reload speed and accuracy on a mod that has much higher health and shield values and where more than half the units have some sort of missile resistance.
is it just me or the older total wars had this feature?
thanks for creating this. i also love custom battles.
You could message moderator/owner of that wiki to correct it, I'd be glad to know if (s)he adjusts it correctly.
I see your screenshot showing reloading kill is -10 at exhausted. Is the wiki outdated, meaning CA has updated the reloading fatigue effects in vanilla to what you have in your mod now?
Thanks!
When I thought about it more, I recall a blog post from CA to favor bracing over countercharging, as charging always put out more damage (inc. small inf vs cavalry), by upping the brace mass multiplier to balance it, but AI tends not to charge in to braced units frontally, so practically braced units are barely charged without cheese (like luring them in with cav on front and pulling them behind braced units). I probably will write a script for ai to still charge braced units when within certain range, like charge range, but need more theorycrafting this idea.
Currently working on a mod that totally overhauls unit info that will display it and run in the same issue again that additional units cannot get all info displayed dynamically via script in manually crafted ui with performance improvements over vanilla, so I probably will showcase unknown units with "?". Coming mod is huge, you'll like it, a lot of features that don't exist anywhere yet (vanilla or other mods).
Also, charging works really wonky, if you check my other mod, units actually can always charge without any cooldown and it's unknown if bonus actually is applied or not. CA probably should rework entire charge mechanic, maybe you've the power to persuade them (inc. a feature focus blog on ranged accuracy formula) :)
Great job with this mod this is one of those gems that need to be vanillarized now or in future TW games. I'm looking forward to a universally compatible version for mod-added units.
Same with charging, there is no lua or cco function or property that properly works, other than via hardcoded db's trigger and assignment of units to custom ability (parsing tooltip from morale to make it more compatible is constrained by kv rules morale charge bonus cooldown of 60s).
From his mod, you cannot tell the absolute stat values of fatigue debuff effects, as they're directly calculated within the current values without a breakdown per affected stat in tooltip, which the game does when doing it via ability phase effects automatically, so you've to ask him if he intends to code those in, inc. colorization. So this means this might not be what @Basilisk is looking for (yet, unless he adds it in or in my upcoming mod or this mod here).
The thing is, he is using current value as coefficient as final result vs subtracting from base value and I'm pretty sure it will display the incorrect values because of it. I did quick testing before I dropped my work with mockup scripts in game to observe values using cco, BattleUnitContext.DamageInflictedRecently and they do not match his way of calclaltion. Example: 100*0.5 => 50 != 100*0.75*0.75 => 56.25. Those fatigue effects were (are?) not colorized either (green is buffed, red is debuffed).
Also, he got wrong base value for experienced units' stats for example (as seen by latest CA update in tooltip), which compounds the issue further.
@Basilisk Thanks and you're welcome! Yes, this alters stats to how vanilla works without displaying them via alternative method using ability effects vs vanilla hidden fatigue effects (which are normalized and copied 1:1, unlike active fatigue state which originally had a 5% buff to speed, which does not make any sense).
This mod does not additively stack previous fatigue states (i.e. ability phase effects) vs the mod you've mentioned, because I've used lua script to enable applicable fatigue state via my ability once.
In short, it ought to be same as vanilla, but yes, alters stats and is not purely cosmetic.
I'm in the process of making a new mod with detailed unit stats, something you want, without effecting stats directly, only cosmetic (which would mainly work with any other mod, some things rely on static entries, as there is no way to do it otherwise), but I've dropped development a quarter in when Klissan made similar mod I was already making, but continued few days ago, because CA finally patched, which inc. tooltip base value stats (which were bugged with cco's, base was same as current within battle vs out of battle where it displayed correctly, which you can actually see with his mod for experienced units not matching base vs current value as an example), a feature I've requested CA to include.
Klissan's great mod is lacking quite some features I want myself with different ui order and there are some issues where stats are not displayed properly (aforementioned base vs current, fatigue used as coefficient on current value, where it ought to be a coeff of base value (i.e. like phase effect, (de)buffs ought to stack, i.e. lineair approach, just like one can stack fire weaknesses), his charging is derived from leadership tooltip, but from kv rules, it has cooldown of 60 seconds, so it won't show actual charging prior, etc.), I don't want to datacore CA's UI files, which are prone to crashing without any warning, so my mod will be optional and taggable for user and performance is pretty bad with continuous stuttering the way he does it with layout files + cco on each 2 second update (on all battlespeeds) vs vanilla and mine in development (mainly script) which does not happen, which is very noticable with 10k units on the battlefield.
It also adds new features no mods in existence has yet (I won't spoil it yet) that affects stats even further, also not displayed in vanilla.
This is not to bash his work, his mod is incredible and useful and obviously, if you look at his work, it took a lot of time to make it, so props and credits will be to him for being first that nobody did before him.
The scope of this mod is pretty large, inc. making of icons (which is not my specialty unlike coding), unit- and performancetesting, so it can take a while, especially since I'm currently lacking time to work full stop on it, but it's coming, maybe in a few weeks at best, if nothing comes in between (which will happen if weather is nice for me to go to the beach, etc.).
I was thinking to notify mod subscribers to this in game once, so they can unsub to this mod in favor of the upcoming one, so either keep an eye on my workshop or sub to this mod and get notified in game.
I simply want to view my unit stats updated by fatigue level and I don't want any changes compared to what the units would have without the mod. Does this modd also alter the fatigue effects (multiplicative, additive or else) like the other mod does? Or does this purely display the values like I want to?
@Fear Not that I know off, I only have my mods activated and lua console mod to make developing my scripts more easy (i.e. not having to restart game all the time). But that can be done, using custom ui (i.e. twui.xml), but note that mods that either override vanilla ui are prone to crashing or manipulate the same to be replaced ui component will have compatibility issues and those are very hard to debug, because no errors will be thrown. It's not uncommon for CA to change those base layout files later on, contrary to lua script (libraries).
https://i.imgur.com/oUQXWbi.png
https://i.imgur.com/Ima8Ewy.png
This quality-of-life improvement makes understanding tough matchups much more intuitive. It helps players identify mistakes and learn the game faster. I highly recommend this mod to everyone looking to enhance their gameplay experience!
It seems that the reload time modifier isn't properly displayed.