Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

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Reinforcement Delay 援军延后入场
   
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Tags: mod, battle
File Size
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249.443 KB
26 Aug @ 4:43pm
1 Change Note ( view )

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Reinforcement Delay 援军延后入场

In 1 collection by Alex Zhao
Z's Mod Compliation
62 items
Description
This mod adjusts the deployment timing of reinforcement units for both sides:

· In field battles, reinforcements will not enter the battlefield immediately; instead, they will wait for 1 minute before deployment.
· In ambush battles, the waiting time for reinforcements will be 2 minutes.
· In siege battles, reinforcements will still enter the battlefield immediately to avoid unnecessary time waste.

Additionally, if the reinforcement army includes a large number of cavalry, one of the generals may take the lead and advance onto the field early with cavalry, while leaving another general to lead the infantry and deploy later.

I will make the reinforcement deployment time affected by the generals' attributes when I have time.

This mod works for saved games and should be compatible with all other mods.
7 Comments
Helmet Too Tight 17 Sep @ 5:29pm 
That's very interesting, thanks for the reply. I suppose this is one of those things that unfortunately may not exposed at the scripting API level
Alex Zhao  [author] 17 Sep @ 2:07am 
@Helmet Too Tight I am also not sure how campaign data is passed to battle data, but it is definitely not XML. XML is mainly used for UI structure and can utilize specific functions to affect the game slightly—for example, the "Dead Units Tell No Tales" mod actually tells the UI to disband units if they are mustering in the campaign.

No reinforcements for night battles are likely hardcoded. I assume it is possible to "spawn" the corresponding reinforcement units (perhaps not characters) during a battle, but I do not think it is possible to pass the corresponding unit casualties and experience to the reinforcing army after the battle.
Helmet Too Tight 15 Sep @ 4:50pm 
Just out of my own curiosity (you're an expert at this :) ) - is it because the campaign manager doesn't pass reinforcements unit list to the battle manager when night battle is enabled? I poked around in the game files and the only reference to night battle is this line:
o.night_battle = pending_battle:night_battle()

I've never really understood how the game communicates the unit information between the campaign engine and the battle engine. Is it done through the xml files? I looked at the unit destroy mod ("Dead units tell no tales") and it seemed to only edit the xml, but I can't really make any sense of it. Would it be possible to add the reinforcements by taking local armies in the region near the night battle via script and feeding it through the xml somehow?
Alex Zhao  [author] 31 Aug @ 11:23pm 
@Kylar I am afraid night battles' no reinforcement is hard-coded.
Kylar 31 Aug @ 4:28am 
is it possible for night battles to get reinforcements too with a delay?
[CI] Honcho 30 Aug @ 2:43pm 
very good idea enhances realism
sno0zer 29 Aug @ 7:31am 
Thank you for continuing to mod this game.