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SWO-RD : Unit Caps
   
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标签: mod, Overhaul
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2021 年 4 月 17 日 上午 1:35
2022 年 1 月 17 日 下午 9:40
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SWO-RD : Unit Caps

在 stephane.f.david 的 1 个合集中
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描述
DOCUMENTATION
The documentation of the mod as a PDF document is available here[drive.google.com].


This is a heavily modified version of Table Top Caps, from Drunk Flamingo.

I have adapted it to SWO-RD.

- They are now 9 unit classes instead of 3. The limit of special/rate units is based on the rank of the lord instead of being a constant.

- Each type of units have a per army limit. Similar units (weapon variants, generic/regional units, or RoR/base unit) share the same limit.

- Each lord type (or LL) can give bonus to the unit weight, or to the limit (exemple, Imrik can recruit more Dragon Princes or Dragons than other HE lords). Skills can also increase the unit limits.

- I have modified the way the unit list and how the core/special/rage group is defined and detected to make it easier to manage with the hundreds of units required by a regional recruitment system.

Since this version has been heavily changed, it's a beta version and requires a lot of testing and feedback (either from ingame testing, or just from the documentation)

- Does the UI updates properly when adding or removing units from the queue, or disbanding/merging units?
- Does it work well for the different source of recruitment (RoR, raise dead...)

- Does it work well for every race?

- Do the bonus from lord's type and skill work well (only implemented for HE at the moment)?

- Balance: are the weight/limit OK for the different units and ranls? What balance changes would you suggesT?

This mod is maded originallly for SWORD, but it should work with vanilla, and probably any mod, as long as the extra units match the name of existing one (i.e. if a unit is "emp_inf_spearmen_MyMod", it should be identified immediately, but "MyUnitWithPointyStick" would not).

So it's possible to test the mod with SWORD, or with vanilla, or other mods. It will NOT be compatible with other capacity mod however.

TODO:
Some things are not done yet:
- The limits apply to the AI, by replacing units which are beyond the limits with a unit that respects the limits. But at the moment the replacer is always a generic unit. Future version will use regional/heraldic version when possible.


Credits:
- Drunk Flamingo for original TTC and advice
- Pro Joe for debugging a nasty error in the script.
- The bugs would be my own creation!

热门讨论 查看全部(2)
2
2021 年 11 月 1 日 下午 10:06
Bug report
stephane.f.david
0
2021 年 10 月 19 日 下午 11:43
Balance discussion
stephane.f.david
8 条留言
Drago ุ 2022 年 5 月 11 日 上午 7:16 
Oh right, I guess that Skill is just a High Elf thing, ok thanks.
stephane.f.david  [作者] 2022 年 5 月 11 日 上午 6:27 
It's explained in details in the pdf documentation

About Skills : each lord as kills named "dedicated to" something, it's frrom vanila, I only added an effect to that.

BTW, the mod will probably not change much now, I'll port it to Warhammer 3 when the big combined map is out.
Drago ุ 2022 年 5 月 11 日 上午 2:11 
Oh yeah, one small thing, I only realized that you have 2 different limits per unit in place after trying it out in-game. (Both the point system and a total number of units allowed.)

So your mod description could also be more clear about that I think.
Having both is a great way to balance things, so it's definitely an advantage you have in your mod compared to others.
Drago ุ 2022 年 5 月 11 日 上午 2:06 
And one last question I had, in the Doc you say:
' High Elves also get a +2 bonus to the limits of the units linked to the “Dedicated” skills of a lord '
But nowhere else is it mentioned what "Dedicated" actually means or what is it from.

I must admit I never played High Elves before, so far I tested only Wood Elves and Beastmen with your mod, but haven't fully played a campaign through. Looking forward to any answer or updates!
Drago ุ 2022 年 5 月 11 日 上午 2:06 
Hey, awesome mod you are working on here!
I wanted something like a unit cap mod, but the tabletop based unit caps were too arbitrary, and not balanced for Total War. I love your approach though, and see great potential in it.

I just spent about an hour reading through the Documentation, and testing some of the mechanics to understand how they work in practice. (without SWO-RD)

But it seems the Unit tables you got there are out of date?
For example, the Beastmen can get Gor Herds from 7 up to 13, not 12 like in your doc (says 7+5 instead of 7+6).

Also for some immediate feedback, it would be very nice to be able to see how much the skills and traits increase unit limits in-game, but not sure if that's possible.
stephane.f.david  [作者] 2021 年 12 月 1 日 上午 5:01 
New version released, with limits for the AI. Still a beta version: I tested a few turns without crash, but not enough to be sure it wouldn't crash later. And I'd also like to get feedback to see how well it works for AI mid game: are the AI armies balanced compared to player?.
Also, at the moment it only replace extra units with generic, I plan an update a bt later to user regional/heraldic units when possible
stephane.f.david  [作者] 2021 年 11 月 5 日 上午 1:30 
Revised limits for every race. All of them now have lord specific bonus, and skills bonus. So it should be fully functional for human player. Next step is to make it work for AI. I'll try to do that next week, but I'm not sure how long it will take.
stephane.f.david  [作者] 2021 年 10 月 19 日 下午 11:42 
I have just reelased a new version of the mod, with a lot of changes, and need testers. See documentation (google drive doc at the top of the description). I have created a discussion for bug report, and balance discussion