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I've finally encountered the save game crash myself on turn 10 of a campaign with SFO. I'm working on fixing this issue in the code, but so far without success...
If any mod users are skilled in programming and can identify exactly what's wrong with the script and how to fix it, I would be extremely grateful for your assistance.
Temporary Workaround
If you experience a crash:
1. Load your last working save
2. Open MCT and increase the "Upgrade Rank Requirement Adjustment" value by +1
3. Play for about 5-6 turns with this setting
4. During this time, the problematic AI army causing the bug will likely change its unit composition, avoiding the upgrade conflict that triggers the crash
5. After 5-6 turns, you can safely return the "Upgrade Rank Requirement Adjustment" to its original value
This method allows you to bypass the issue without interrupting your campaign or completely disabling AI upgrades.
I guess someone's already thought of this and it can't be done? Would it be possible to have (in the MCT? Or may be you can right-click each unit in the recruitment screen or somewhere else) of all units available in a game (including from other mods) and be able to assign their upgrade units, that way, at least for your own faction?
You'll need to edit two main files: unit_upgrades.lua and data_requirements.lua. The first handles the upgrade paths, while the second deals with the conditions (like cost and required buildings).
Im familiar with warband upgrades, i did a (private atm) mod for all factions with upgrades to ROR and i would like to do something similar with this one but im not sure where to start
I believe Table top Caps (the mod where units are given quality of core, special and rare the green and blue and purple gems) I don't think it's updated. So perhaps that is why.
In theory, yes, such a combination of mods should be compatible.
In theory the AI will respect unit caps with this upgrade system? Example: the faction has unit cap of 4 for unit Great Swords. If they have an army with 4 units of Great Swords already recruited they would NOT be able to upgrade a unit of swordsmen into another Great Sword unit unless they increase the unit cap further through whatever mechanic accomplishes that.
Thank you btw for this fine work. I have been away from Warhammer for quite some time spreading democracy with Hell Divers but seeing this mod in workshop has gotten me to reinstall and observe what the AI does. Planning Deep War AI, Warband Ultimate, Table Top Caps, Unit Caps for All, AI Recruitment Revolution and THIS mod and your other AI support mod together and post back results. Modders like you really make this game keep coming back for me. Thank you for your passion.
Good morning Notteger,
many thanks for your mod and for your efforts!
It is a very good solution that you can also downgrade units to weaker units.
Regarding the Wood Elves I have a question,
is it intended by you that you can upgrade an Eternal Guard into a Tree Kin?
To ensure smoother compatibility, adjust these Mod Configuration Tool (MCT) settings:
- Disable “Require Buildings.”
The upgrade script was written for the vanilla building tree; some SFO structures don’t match, which blocks upgrades.
- Disable “Don’t Check Unit Caps.”
Turn this off if you play SFO with unit caps enabled.
- Lower “Upgrade Rank Requirement Adjustment.”
Set the value to –1 because units in SFO earn experience more slowly.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3515003443&tscn=1751704525
- AI code has been written "from scratch" and should eliminate crashes while improving upgrade stability for all factions
- AI now uses barracks availability checks before upgrading (following the same rules as the player, if the corresponding option is enabled in MCT).
EXCEPTION: Warriors of Chaos, Nurgle, and Beastmen factions (due to their specific recruitment mechanics, barracks checks are not performed for them for both AI and player)
- AI can now perform unit upgrades on any territory (not just on their own near cities)
- Added new upgrade paths for Beastmen
And great mod, thanks a lot for your work!
Hope that helps.
P.S. Thanks heaps Notteger, I appreciate the quick patch
A few notes: I do run other mods, I have tested beginning a new campaign with Zhao Ming and the same issue is observed there.
If you're encountering game crashes when trying to save, please leave a comment below. I'm trying to gauge the severity of this issue within the community.
Currently, I'm not experiencing this particular bug myself; my campaigns are running smoothly despite having 150 mods simultaneously active. Your input will help determine how widespread this problem is
The issue was caused by the AI upgrading units excessively without any restraint, which eventually triggered a crash. When the game tried to save, it would attempt to read files that no longer existed. I've made the upgrade system more stable in recent versions, and I plan to continue refining it in future updates if possible.
Try re-subscribing to the mod
I agree, the standard campaign speed in Warhammer 3 is an issue. The mid-game is practically nonexistent for many factions.