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Or if I want to have major faction have better potential I could set it up like every major faction has 250 +-50 for variety and all minor faction has 200 +-50? So would that mean some minor and major faction randomly would be around the same level but it would general make major factions survive better?
As for whether or not I'll be able to bring it back; I'm not sure yet. I was pretty sure the issue was outside of my control, but I may try again sometime next year.
But I would also like to report that sometimes the “Faction Potential Groups” tab does not appear in the MTC, but exiting the MTC menu and re-entering it solves the problem. However, this leaves me a little uncertain; will the potential modifications still be applied normally?
Same for the modded test, they all usually came out around half the XP by turn 2 for me. Since there is no difference in XP between different potential values, I pretty much came to a conclusion that they were simply not working.
I've tested again with both campaign settings on but there's not much difference for me. I'll try to update post if I get to test more, thanks so much for replying.
Festus' Level on Turn 2:
- 2.95 at 255
- 2.95 at 400
- 2.95 at 0
Festus' Level on Turn 3:
- 4.25 at 255
- 4.25 at 400
- 4.25 at 0
So there's something odd going on in both vanilla and with this mod enabled, but the "odd" is different for each.
- At vanilla FP Festus got to level 6.5 by turn 2, taking a settlement and presumably fighting an army beforehand. For a total of 2 battles. There's no way to tell what Festus' FP was at this point.
- At 400 FP Festus got to level 6.8 by turn 2, taking a settlement and presumably fighting an army beforehand. For a total of 2 battles.
- At 0 FP Festus lost his first battle and his army was wiped out.
Tested using the following commands in Lua console, within the same campaign:
local faction = cm:get_faction("wh3_dlc20_chs_festus")
cm:faction_set_total_potential_override_value(faction, true, 400)
I've ran 2 simple tests to showcase clearly here, one with directly modifying values in database tables and another by doing the same through MCT settings of this mod.
Settings I used are 1. Max potential @ 400 with -75% upkeep (everything else remains the same). 2. All Minor faction potentials set to 0. 3. All campaign difficulty FP bonuses are set to 0. 4. Only Festus gets 400, rest of the playable factions are untouched.
https://imgur.com/a/potential-tests-AtsJBpM
As you can see, from the first battle alone there is a big XP difference as well as upkeep value of Trolls. By turn 30, the faction / army strength between the two are night and day.
I usually keep both of those vanilla settings enabled for my campaigns.
So would it be possible to add to the mod description a list of the other mods that this replaces/supersedes/includes?
For example I just saw that the author of Equal faction potential says this supersedes that. And I am wondering if it also includes other mods I have running
No Handycap For Minor Factions and https://gtm.steamproxy.vip/workshop/filedetails/?id=2977198923
Many thanks!
I've also brought the default FP settings more in line with vanilla.
I think a better indication of this mod working is to look at how much experience an AI general gets after their first battle with their FP set to 400 versus setting it to 0. You should notice a substantial difference between the two.
The little counter that tells you how many factions in a culture you have selected ( the "0/25", ect) does not show for those modded factions either.
Other modded factions seems to work when they're part of a base game cultures/races.
If I select one OvN faction to put it into a group, then the faction will get selected in all custom groups. If I them deselect the same faction in one group, the faction them gets deselected in all groups. This issue seems to happen with all the OvN factions (Famir, Albion, Araby, Southern Realms, ect).