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@Nekatau I haven't played Mirrors of Madness, so I am not sure what you are referring to. If you mean the number of entities per unit, there are some mods on the workshop that should be compatible.
@victor.a.rom No it does not affect garrisons.
Cpecific's Traits Manager may have the same issue, assuming it is modifying memory addresses as well. Memreader itself is likely fine.
I tried to isolate the issue a bit and I think its the latest BETA that doesnt let me use the mod. Even with every other mod off and the three required to power up this one, I can't recruit 40 units. But the issue goes away with BETA uninstalled.
The only real bug I encounterd was that sometimes when I use your method to put a hero in an army, some of the heroes and lords get dublicated.
Note: this fix will only apply to sieges which are started after updating the mod.
CA provides a few built-in functions to force the attack. cm:attack_region() is the first option, and I have to pass it the besieging character and the region name. This worked testing on the human player's turn, but not when applied to the AI.
The second option is cm:attack(), which I pass the besieging character, and the garrison commander. But sometimes the garrison commander is null, even if I can see him, and the only way I have found to bring them back is to heal the garrison. I have tested this successfully on multiple infinite sieges.
Healing the garrison is non-ideal of course, but it is better than forever sieges. I'll look for some help in Da Modding Den, but otherwise I will likely push this feature this coming weekend.
I noticed that armies tend to get stuck in a siege when they are not “under pressure”. For example, if they’re sieging the last settlement of a faction, no hostile in vicinity and the garrison takes no attrition. So they’ll greedily sit there instead fighting the battle. Whereas if there’s an enemy army in the neighbouring region they’ll fight the siege immediately.
As a side idea, I don’t know much about the cai-related db tables but i wonder if there is a variable that could be tweaked to adjust this behaviour.
I am looking into a few potential workarounds right now. Currently, I testing if we can apply attrition immunity only to the army inside the besieged settlement, and then remove it when the siege is lifted. I am not sure if CA provides the functions to do this elegantly, and it might not even solve the infinite sieges. But this is the first option I am looking into.
@AceTheGreat, have you had success testing it?
I've been having crashes with it unfortunately (tested on a new campaign + disabling it stops the crashes). Really wish it worked cause the infinite sieges the AI gets stuck in ruin the campaign. Has anyone had any other solutions to this?
maybe you could look into if it causes xp glitches?
1. hmm I use AI agend emreed (that the agents go into their armies), Recourcess cheat, extra units and ROR, but especially for campaign map, not really
2.I havent test it yet, but I will try and let you know.
3.not that I know of. I get crashes once a while, but after loading back it works again. But With this mod I tried like 5 times and it always abondoned the game as soon both players past the loading screen
I think it's my problem and change the load option
It doesn't work just by using this mode.
(I used a translator to write)
@KidouKenshi22 It is possible that editing memory addresses like this mod does is inherently unstable in multiplayer. But I won't know for sure without looking into it further, so I have a few questions.
1. Are you using any other mods that alter gameplay on the campaign map?
2. Are you able to get past turn 7 in singleplayer using the same mods?
3. Do you remember if anything related to this mod's functions happened before the crash? For example, one of the players' heroes gain a mount, or was the embed button used?