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SCRIPT ERROR, timestamp <123.0s>
ERROR - SCRIPT HAS FAILED - event callback was called after receiving event [FirstTickAfterWorldCreated] but the script failed with this error message:
[string "script\campaign\mod\ace_configurable_autoresolve_limits.lua"]:128: attempt to index global 'self' (a nil value)
@shooter Jul 31 - I agree. That's beyond the scope of this mod though, and I'm not 100% sure how to go about that anyway.
- Added an MCT option that allows predicted defeats to be Free ARs. This is enabled by default.
- Improved the option to prevent auto-resolve battles in sieges, so that this only applies to offensive sieges.
But I'd like to suggest to remove the red flashy thing of the units that you are going to lose, as this contradicts the sense of the mod imho
This is the Warhammer 2 version that did something similar to my mod originally. I threw out the custom button portion though, since i did not want to maintain it originally and was happy with just hiding the autoresolve outcome. I have permission to port the mod so it should be fine if you want to use some of it as well, since the original author is done with Warhammer until WH3 is end of life.
Something like that, but as you said it is a messy workaround probably that is a nightmare to maintain if CA desides to change up how the build their window, or rename certain tags.
I’m curious, did you make your own autoresolve button for your mod or did you somehow add a tag to the button pane that achieves the display of the points?
The downside is that you will still be able to see which units will be killed in battle, as removing that would require a UI edit that isn't optional. It would be removed for everyone using this mod in all cases, and if they didn't want that they'd have to stop using this mod. So it's not perfect, but it's a step closer to what you asked for.
maybe even a seperate mod
Let me know if you run into any new issues after the update.