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Losing your own garrisoned army upon load is strange - was the army garrisoned on a fort within a ZoC of a settlement, or garrisoned in the settlement?
This is strange and this mod does not (afaik directly) affect settlement garrisons. Possible conflicting mods?
Thanks for the feedback.
I know games with modding tools allowing modification or override of hardcoded functions.
This may allow to add a distance check when building a fort.
If you have access (if it even exist in the code) to the trigger event of fort construction, you could run your script at this moment, only for this specific fort. This may be very performance friendly.
On another topic, I also lost my garisoned army when loading the save.
Does the overlap also prevent AI from attacking ?
If not, I suggest to skip the player forts in the script.
As a dev/modder I know how much this kind of unexpected struggle can be frustrating, thank you for your work!
Appreciate your thoughts!
(3/3)
(2/3)
i) when you say "annihilate garrisoned armies", you mean the fort army of 10 units, right? not the army garrisoned in the settlement (god i hope not) -- indeed, this is the downside to running on game save/load.
ii) discussion of solutions - thanks for this brainstorm btw
a) this is technically possible, but I would have to mess around with starpos, which i prefer to not unless i have no other choice, it doesn't work with ongoing campaigns and massive mod compatibility issue - could be a longshot tho.
(continued in next comment)
If zone_of_control_land_radius applies to both armies & settlements/forts, I see 3 potential solutions:
- manualy move regional building slots away from towns to prevent overlaps
- allow the attack of overlaping forts through towns ZoC
- prevent construction of overlaping forts or run the detection/destruction script every time a fort is built
Imo this mod is mandatory, but the scripted destruction can break balance.
I just had this situation where you can't attack neither the settlement or the fort, had to save/load to fix it, leading to the wipe of the entire enemy army, leaving he's last settlement naked.
Although I'd wish for, and tried hard to, develop a script which could dynamically alter the ZoC - given the architecture of the game and my own lack of skills/time, this proved to be too difficult to do (because there's only 1 variable associated to it). So this is a next to feasible solution I could come up with. I also thought it best to run it at game load instead of every turn or new building detection to make it run smoother and not lag the gameplay. As far as I could test, it doesn't even impact much during the game loading.
Any comments welcome.
P.S. Also - I'm sharing that I took embarrassingly long to debug this.
Side rant: My current thinking is running a script every time a fort gets built anywhere on the map, checking for overlapping of the ZoC with a settlement for that fort, and if it does, reduce it to a very small number so as to be non-existent. A large chunk of the script skeleton is done - however - I've hit roadblocks in a few details which I'm trying to creatively overcome (e.g. how to properly get the map x.y position for the fort; how to actually reduce the ZoC once its been detected, etc).
Ammon (in SE Canaan) the fort overlaps with the settlement and I couldn't attack either the fort or the settlement, so I had to turn off the mod.
I'll turn it back on after I take it, though, it's a great mod! You were bang on when you found this issue, and I appreciate you doing something about it
On @Joeaniator1's point - same issue as above, I'd really like to have a zone of control tiered by unit size, but it runs into the same issue. After investigating a bit - The script would most likely be too complicated and convoluted - a script running every time you click on a different army or settlement or fort. This probably would lead to slowdowns and weird effects I can't even tell.
Unless there's some genius out there who knows of another simpler way (I'm a newbs at this btw and prefer simpler and effective approaches) - this looks to me like a request for CA to consider implementing.
(side note, reminiscing: I remember the days of old shogun 1 and medieval 1 where armies moved across provinces - more akin to a tabletop game which made it more natural to me - that's what the newer total war kind of lost in the transition to "open world map" format and led to weird ai behaviors)
Thanks for the appreciation guys!
Would make sense for 1 unit of swords in a fort to have the same area as a 20 stack army