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The AI stays almost indefinitely in the cities recruiting several almost empty units thanks to the predictive troop input each turn (7 out of 90 troops, for example) and merging them when it can. Testing the problem, I have exterminated the population of my own faction until no one was left in the city, and in this experiment, I was still able to recruit troops, but not a minimum troop of 1 for example (although the best thing would be not being able to recruit anything) . Recruitment has been normal, that is, I have recruited 90 lancers with 0 population required.
I have searched for a function that regulates the recruitment of troops without success. There are several functions that are based on whether or not there is adequate population for, for example, the replacement of casualties or to show the appropriate icons, but I have not found anything that regulates recruitment and its requirements.
I think the mod, and especially the AI factions, would greatly benefit from a restriction that is: "If there is not enough population for a complete unit to be created, it cannot be recruited."
I'm experimenting with a function that uses the same parameters as the "kiki_pop.calculateRegionForReplenishment" function, especially: "if nPopInProvince < nTroopsToFullHeal then" to avoid recruitment in that circumstance. But no success for now. And the subject interests me very much, because doing this would make the population compared to the military in the mod not a simple useless number, as a friend of mine says. It would really be a handicap and it would help the AI to not get stuck recruiting garbage, I hope.
Can you give me your opinion about it and perhaps guide me a bit on how to solve the problem? Thank you very much for reading me, for your patience, your work and for your possible help.
I was wondering if I could ask about the mods you and your friends use in your games. The ones that add more strategy, realism and survival to the game.
That seems right up my alley and I was wondering if you could steer me in the right direction. Any help would be greatly appreciated, since this game seems to lack any depth, strategy, or difficulty.
Anything relating to lower replenishment, stiffer economy, slower recruitment, slower growth etc etc...
I'll keep trying, that's for sure. But for now I will leave it in the background to finish my other projects. And I will keep trying because, as it is currently, the population is more of a placebo effect than anything else in the military field. Except for casualty resupply, of course. But outside of there, it's really useless. And it's a pity. And before anyone says otherwise, I've in-game tested and examined the scripts of all mod versions since Warhammer 2, and the exact same problem occurs.
Anyway, the mod is absolutely brilliant. Thanks for everything. If I have any other questions I will put it here, so as not to dirty the mod thread. Thank you for answering me.
@BlackJack: No problem, but I haven't finished my patches, mods, and adaptations yet, so I'm going to keep the list hidden until I get everything set up right. Also, with the new update coming at the end of this month, some things may need to be changed, so the future is not yet clear. But I will keep you in mind, and when I release the list I will inform you first, so that you can try it. Thanks for the interest.
After many attempts (dozens of hours trying) to avoid recruiting directly via scripting, I have seen that you are right, it seems impossible in the current conditions. I was about to give up, but suddenly I thought: "Okay, I can't directly attack the problem and deny the recruit action with a script that is within the reach of my abilities, but I can use the automatic ways that the game has to deny the recruit action. For example, the price of the units."
After several tests, I have seen that I could create a script with a much higher complexity, covering all units in the game, based on their nUnitSize, but first I wanted to do something basic, functional and with less complications, to see if it would work.
And here is the problem. I already have the script working, which awards an invisible bundle that increases the price of units to unreachable limits and that is updated when the character is selected and/or when he is moved, so if he moves to a region with recruitment capacity at the end of the movement it will update its status by removing the bundle and allowing recruitment.
The problem is that I am not able to properly invoke the parameters of your mod to use them as conditions, since, no matter how hard I fix the wrong values that appear, in the end I always find a nil value that I cannot repair. I have tried a multitude of code variants of your mod, located in functions and listeners, both using them exactly, and in a more free way, and in the end the same thing always happens. Failed in the last step:
I need to correctly access the population of the current region where the character is, for if there is not enough population of the right type, the bundle will be awarded and consequently, the recruitment will be deactivated due to lack of funds. And if it moves to another region that has enough population, the bundle will be removed. Once I get access to the population data, I can grow the script in complexity.
At the moment, with being able to access the data of strTroopType, nUnitSize, strRaceUsed and thereby finally knowing nPopInProvince, I can start with denying the recruit "if nPopInProvince < 100 then" for example, and if that works increase the complexity.
Please, could you guide me with the necessary code to access without problems the information of the population of each type in the region?
Thanks for your patience and help. The more I dig into the code for this mod, the more I like it. Is incredible. Thanks a lot.
I also use the 'realism' mod in conjuction with your population mod and thats pretty awesome. It really adds some depth to the campaign map and also some more strategic value to the battle side of things. The realism mod also adds a modicum of depth to the campaign side.
very fascinating discussion.
Did you both find a solution?
I too would be interested to know about your mod list that increase the strategic aspect of the game.
cheers you geniuses.