Stellaris

Stellaris

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Counter-Limited Armies Fix
   
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264.995 KB
2 Aug, 2021 @ 12:35pm
10 Jun, 2023 @ 6:14am
11 Change Notes ( view )

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Counter-Limited Armies Fix

In 1 collection by corsairmarks
Corsair's Stellaris Mods
57 items
Description
Overview
Are you frustrated that you have a limited supply of Titanic Beasts or Imperial Legions or Azizian Armies? Well fret no more! This mod actively tracks how many many of each type you own and lets you build reinforcements up to the regular cap for each type.

Additionally, this mod now entitles you to number of Titanic Beasts equal to your successful Titanic Life projects times three (instead of three no matter how many times you have completed the project). Have 2 Titanic Life worlds? Now your maximum is 6 instead of 3.

To make things easier, this mod recalculates army counts and the maximum Titanic Beasts for any qualifying countries when you load your savegame - in particular this means it will immediately apply to your existing, single-player games without any hassle. It also recalculates monthly because some things that might alter the amount of armies aren't able to be tracked directly. If recalculation is needed manually, run event limited_army_counter_fix.3 from the console.

Changes
The counter-limited army types (Titanic Beasts, Azizian Armies, and Imperial Legions) now allow you to build replacements when killed, up to the original caps: 3 for Azizians, 12 for Imperial Legions, and 3 Titanic Beasts per world with a successful Titanic Life research project).

This mod won't affect any other kinds of armies.

Compatibility
Built for Stellaris version 3.8 "Gemini." Not compatible with achievements.

Overwrites the three built-in counter-limited armies in order to improve their counter usage: titanic_assault_army, titanic_azizian_assault_army, and imperial_legion. The titanic_assault_army also has its maximum counter scaled by the number of owned planets where the Titanic Life study was successfully completed.

Preempts the event colony_mod.101 (the positive Titanic Life outcome) in order to implement the scaling maximum and event emperor.450 to remove its effects. Counter-limited army decrementing is now handled in limited_army_counter_fix.1 for all three types.

This mod is incompatible with other mods that also replace the same army types or make changes to the same events.

When to Install
This mod can be safely added to your savegame after the game has started. If removed, your game should generally function normally - Stellaris is usually fairly forgiving and just ignores missing events that were attached to an on_action. Because this mod uses the same counter variables as the default code, the built-in army limits will be enforced. Always back up your savegame before trying to remove a mod.

Known Issues
Because this mod replaces three army types (titanic_assault_army, titanic_azizian_assault_army, and imperial_legion) and preempts two events (colony_mod.101 and emperor.450), it is expected to generate five lines in error.log like this:
[15:38:54][game_singleobjectdatabase.h:165]: Object with key: titanic_assault_army already exists, using the one at file: common/armies/10_limited_army_counter_fix_armies_overrides.txt line: 6 [15:38:54][game_singleobjectdatabase.h:165]: Object with key: titanic_azizian_assault_army already exists, using the one at file: common/armies/10_limited_army_counter_fix_armies_overrides.txt line: 45 [15:38:54][game_singleobjectdatabase.h:165]: Object with key: imperial_legion already exists, using the one at file: common/armies/10_limited_army_counter_fix_armies_overrides.txt line: 82 [15:38:59][eventmanager.cpp:368]: an event with id [colony_mod.101] already exists! file: events/colony_events_3.txt line: 234 [15:38:59][eventmanager.cpp:368]: an event with id [emperor.450] already exists! file: events/nemesis_emperor_events.txt line: 2304
When an empire loses a Titanic Life planet (thus lowering their cap) while recruiting Titanic Beasts on another planet and would exceed the new, lower cap, ideally army recruitment would be be cancelled. Armies cannot be dequeued via script, so instead this mod watches when armies are recruited and automatically deletes and refunds armies that would be over the cap. Because of a possible crash, the army deletion occurs one day after the "over cap" army finishes being recruited.

Changelog
See Change Notes

Source Code
Hosted on GitHub[github.com]

[discord.gg]
20 Comments
FirePrince 7 Nov, 2024 @ 1:10pm 
I revisited and extended this mod for v3.14 https://sp.zhabite.com/sharedfiles/filedetails/?id=3361111313
WP 🥔 23 Nov, 2023 @ 7:22pm 
Hey man, this mod is amazing and your code has guided me immensley.

I wanted to ask - did you find a solution to decrementing the current army count when an INDIVIDUAL SHIP transport is disbanded? You have it working for entire fleets, but I guess there is no good on-action elsewise?
luckywel64 22 Sep, 2023 @ 9:10am 
will u be updating the mod?
Speed Run Event 19 Mar, 2023 @ 11:52pm 
u deserve to be integrated into the game
corsairmarks  [author] 13 Jun, 2022 @ 10:02pm 
@Tweetus I'm sure there are mods for it, but I don't know of any specifically. You can also fire the event directly from the console:

event galcom.1
No Mic Tweetus 13 Jun, 2022 @ 8:28pm 
Cool thanks.

Unrelated, know of a command or mod which lets you PROPOSE to create the Galactic Senate right away instead of having to wait 20 years before it's an option?
corsairmarks  [author] 13 Jun, 2022 @ 9:31am 
@Tweetus Yes.
No Mic Tweetus 13 Jun, 2022 @ 12:39am 
So wait what does this do? It fixes the bug where you can't recruit anymore legions and other unique armies?
corsairmarks  [author] 9 Apr, 2022 @ 6:06pm 
@margidda glad you like it!
Margidda 8 Apr, 2022 @ 4:34am 
omg this mod exists, amazing