Victoria 3

Victoria 3

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BattleCalc
   
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700.060 KB
14 Nov, 2022 @ 6:20pm
5 Dec, 2022 @ 3:13pm
10 Change Notes ( view )

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BattleCalc

Description
This mod adds some information to the Battle window, including details on the minimum and maximum number of battalions each side could have brought and the total number of soldiers (not battalions) fighting on each side. I intend to update it with more useful additions in future.

Features:
- At the top of the window, the local infrastructure level is displayed, along with the base terrain width before modifiers
- See the total number of personnel still fighting, not just the number of battalions
- See how many individual personnel were in the battalions at the start of the battle
- See the minimum and maximum number of battalions each general could have brought to the battle
- See which side was allowed to bring extra troops due to having worse combat stats.
- French translation included

Known Issues:
- Some information about battles is not retained in the save file. If you load a save with an ongoing battle, the "start of battle" morale will be 0 for both sides. This leads to inaccurate results for calculating how many soldiers there were at the start of the battle.
- BattleCalc assumes that all commanders on the attacking side of the front are set to "Advance Front" as there is no way to get the number of battalions set to "Defend Front" in GUI code.

Compatibility:
- Not compatible with 1.1 pending resolution of some divide-by-zero errors in code that worked fine in 1.0.6.
- Hard incompatibility with any language localization not provided by Paradox. Part of the code uses the localized name of the terrain type, because there is no function to get the unlocalized terrain type; I've accounted for all the default languages but can't account for any languages added by mod. I haven't tested every language; report bugs below.
- Soft incompatibility with any mod rebalancing battle sizes; this mod will still work fine but will calculate incorrect results.
- Hard incompatibility with any other mod that changes battle.gui

Please report any bugs you find in the comments below. Thanks in advance, and I hope you enjoy having this information available!
9 Comments
nosquimoriturisumus  [author] 26 Feb, 2023 @ 9:34am 
@AwesomeGuy I put it on hiatus after some undocumented changes in the 1.1 patch broke the script_value I was using to do division. I might take a look and see if it works again in 1.2 sometime.
AwesomeGuy 26 Feb, 2023 @ 12:37am 
is this compitable with 1.2beta?
captain5555555555 29 Nov, 2022 @ 2:04pm 
also the game losing battle information is a bug in vanilla, probably nothing you can do about it
captain5555555555 29 Nov, 2022 @ 2:00pm 
THANK THE LORD! I have been trying to look for these numbers everywhere in the files! This was exactly what i needed!

I have been trying to piece together how offence and defense are transformed into kills/day and if the combat follows lanchesters liner or squared law but the GUI confused me for ages because it makes it appear as if demoralized troops are dead in the details panel.

thank you, thank you! The only thing that could be more helpful to me is if this data could somehow be dumped into a text file so I can use all the battles from a campaign as a dataset to figure out how combat actually works.
nosquimoriturisumus  [author] 20 Nov, 2022 @ 11:18am 
Updated to put a bunch of extra information in tooltips, along with a few other changes listed in the Change Notes!
Texas Red 16 Nov, 2022 @ 3:51pm 
Chad af, bless you bby.
nosquimoriturisumus  [author] 16 Nov, 2022 @ 3:17pm 
@Texas Red I'm working on adding tooltips to the mod right now, and one of them will include the terrain width modifier.
Texas Red 16 Nov, 2022 @ 4:05am 
Is it possible to add the terrain modifier to the screen as well (Plains being 1, Mountains 0.2 or whatever it was)? It'd save headaches when it comes to remembering what terrain type had which modifier.
Dubbe 15 Nov, 2022 @ 10:49am 
Thanks nice job 👌🏻