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The further you go into a campaign and the more effects are active on the settlement the worse it gets, I might make a stripped down light version at some point
Until then your best bet is to disable settlement recruitment in the mct options
No idea how things got fixed, i'll have to see if it stays that way when i'm 50 turns further into a campaign.
I've got quite a large number of mods installed, but the only one that i can think of that does something with settlement UI is Building Slots expanded, i also have warband upgrade mod for all races, crafting system mod, scrap upgrade mod for each race, which add buttons to the UI, not sure if that has an influence on this mod in any way?
Or is it a load order issue? i've got this mod placed far down the list, maybe it needs to be placed higher?
Mind you i don't have all mods for all races on at the same time, currently running empire and have the specific mods active for that faction only.
I hope you could help me out, because i really love this mod and would hate to do without it.
At least in TWW2, we couldn't do anything with Waaagh armies, they weren't properly exposed to the scripting system.
The mod should also be more compatible with other ui mods in general.
--updated ui for settlement recruitment, no longer overwrites vanilla settlement panel.
This is a big one, let me know if you find any issues.
Garrison units are added only via buildings, so whenever I need a unit added, I build a hidden building in a foreign slot.
That building then provides the unit to the garrison.
@Señor Bucket if you want me to do something about it, I need more info then that.
The order should be lowest value first but ca is not terribly consistent on the vanilla units priorities
So, a settlement has its base garrison as generated by the buildings, and then you can add your own units to it, but I on the garrison details tab it has a 'total units in garrison' check which caps at 20, meaning I assume that's still the max garrison size. Meaning if you add enough custom units to the garrison it will start removing the original units from the garrison to make room for your custom ones? If so, is there an order that this happens? And if I later remove my custom units from the garrison, will the original ones get readded?
@Reaper Steam keeps a history of all the versions, ping me on discord, ill send ya the file
Is there a way to get just the UI change? Its so much nicer to see the garrisong with full unit cards vs see all regions at once with the small unit cards.
The ai is not able to move units between garrisons and armies.
The AI uses garrison generation, so it technically just passively gets bigger garrisons over time and does not recruit units like the player? Are they able to move units from garrison to armies etc?
If you want to test, the only thing I can imagine breaking would be the "new" upkeep system.
There is a submod for mp sync and mct to get it working with my mods
MCT dont work at all atm in MP in case that is needed
The big one with everything included is still around, but you can now use the smaller ones to improve load times.
I did not test each one, let me know if there are any issues.
Is the issue you described with ai or player skaven factions?
If its ai then not really much I can do, if its the player its at least possible that a solution could be found.
It took me about an hour to figure out this mod was causing the conflict. Both make additions to the 'db/slot_set_type_feature_junctions_tables' table. Would there be any way to fix this issue? I'd do it myself, if you could point me in the right direction, if it is even possible.
Thank you again for the mod and your time!