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Hey brother love the idea of the mod but I think I found a potential problem. I had a mod list of 200+ active mods and I was noticing that while playing a minor wood elf faction that no matter what I did that glade guard (the most basic missile unit) could not have any limit imposed on it. I removed it from being an unlimited unit and applied limits on it exactly listed in your directions. I was able to do this with other units of the game as well within the wood elf faction. But not the glade guard no matter what. I also made sure to reduce my mod list of 4 mods for the test which was this mod and its vanilla sub mod and MCT settings mod and Cipher's wood elf unit mod which you list as compatible. Even with just these 4 mods and playing a major faction wood elf faction such as Orion I ran into the same issue. Also, it seems you can break the mod and unit caps of units by rapidly clicking on the unit with a cap that you are selecting to recruit in the recruitment panel. Example: if I wish to recruit eternal guard and it has a current unit cap of one ... if I just click on the unit card extremely fast repeatedly to recruit the unit well then I can recruit way past the recruitment limit. I was able to recruit almost a whole army worth of units that originally had a unit cap of 1 but because I clicked super fast I recruited 19 units of that same unit. Finally, if you cancel these unit selections then sometimes it seems as if the game recognizes that you attempted to breach cap and keeps it there as if you had the units still recruited and then you can't recruit them anymore. Again this is with just 4 mods activated and tested and repeated over and over again.
I do not know if just the player experiences this or if the AI is influenced by this as well. Also I do not know if this issue is present with other races and their units.
I hope you can find the issue and please let me know if you need any more information so I can help get this fixed if need be. This mod has the potential to give the ultimate player control in AI army development and will soon be one of the most popular mods out there in the community I believe very much so.
"Quick click" in the army recruitment panel, this is a bug known to me, I don't have a good solution yet, but I'm working on it.
You wrote that you used 4 mods in the test version. Please give me links to them, I will try to deal with this situation.
"This mod has the potential to give the ultimate player control in AI army development and will soon be one of the most popular mods out there in the community I believe very much so."
This could have happened if this mod has been released a year and a half ago. Alas, this is not possible now. I think this mod will gain two hundred people who are interested in it. Even so, I am ready to work on the mod, because these people are my like-minded people.
I tested everything again with only 3 mods this time. 1st mod is this mod ALM (army limit mechanics) , 2nd mod is the vanilla sub mod of this mod because I am playing vanilla, 3rd mod was MCT to direct the unit limits within your mod. I tested everything and found the same problem stated before with wood elves but also with dwarves and greenskins and kislev. But I believe I know the problem. Units like Glade Guard for wood elves, and kossars for kislev, and goblins with spears and shield for greenskins, and dwarf miners for dwarves ... these specific units are all tied to the main settlements level 1 and not tied to the their specific races infantry building. All other units tied to the actual military buildings and not the settlements are able to be controlled with unit limits and made unlimited or not unlimited. But any unit tied only to the settlement building are not affected by this mod. However, for the empire the spearmen and archers are tied to settlement building but also the tier 1 barracks (military building) and the player can place a limit on these units or make them unlimited or not unlimited just like any other unit. You can test this out yourself and you will see what I mean. So I believe that if you also make units like glade guards and goblins with spear and shields and kossars (all the very entry level units of races ... these three are just examples) recruit-able through the tier 1 military buildings of these races as well and not only recruit-able through the settlement then the player will be able to place limits on them just like all other units in the base game. Please reach out if you have any other questions based off of my findings.
Yes, that's right. The main building of the settlement does not participate in the calculation of the units limit. In addition, the units that can only be recruited in it are unlimited units by default.
This is not a bug, this is the standard mode of operation of the ALM mod.
Understood. My apologies. I thought that it was also intended to make these units NOT-unlimited as well if the player chose but I see it is still by design to have some units NOT to be able to be modified and made unlimited. Thank you for clarification.
This is a very important point. I think I should write about him. Any race in an AI-controlled game must have at least one unlimited unit. If this is not done, the AI becomes in the mode of recruiting new units and "freezes" in this comatose state. Therefore, it is important that he can at least here something. I don't get into AI algorithms, but the lack of unlimited units breaks all the logic of its behavior in the game.
That is fascinating. I didn't have the slightest idea that would occur. I see. Then it is very important to have something available at all times otherwise their logic breaks. Well, this is super impressive mod that you have come up with. I have been doing some tests with this mod and other army recruitment mods like the modder Helljumper's army recruitment mod and the results are amazing. Modded units are used but don't overwhelm the vanilla units which are recruited in plenty and armies feel loreful and importantly are challenging but fun to fight with. Combined with Table top caps as well and for the most part it works. Seems like a couple hic-cups here and there but for most part feels like it all plays so well together. I am having a blast. Thank you again Vlad.