全面战争:战锤3

全面战争:战锤3

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Unit tier rework (Now based on campaign building tier !)
   
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1.400 MB
2022 年 6 月 13 日 上午 11:08
2023 年 4 月 15 日 上午 4:05
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Unit tier rework (Now based on campaign building tier !)

描述
-IMPORTANT NOTE (ToD update) :
Since CA is starting slowly to make this concept vanilla (they increased the 1-3 tier to 1-5 like I did), I don't know if I will support this mod for long anymore. I saw some mistakes still so maybe to correct them. Since the mod doesn't have the greatest playerbase I will probably not update it unless some are still interested in.


-CA changes, actual mod state and future update :
Recently CA made their own tier 1-5 system (they used my idea lol !). So I will try to update the mod in the near future, because right now my script have been broken by CA. Since they made their own tier system it will be technicaly easier to use. But even if they did this system they are still doing random tiers according to ''power'' (sometime some weird choices are made) which is what this mod was created for at the origin : using campaign tier to know when you can unlock them instantly.

-What this mod do :

This mod is replacing the I-II-III tier CA have made by adding tier IV and V. The tiers are not random but are now linked to the campaign building tiers.
So a higher tier doesn't mean necessary it's ''better'' in every situation, it mean this unit is unlocked after. (But technicaly higher tier mean stronger for sure...)

-Why this mod :

Just to explain why I decided to make this mod : Maneaters (Pistols) cost 1500 and is a tier 5 unit but he is considered in vanilla as tier 2 like the Ogre bulls who cost 500 and is tier 1 according to buildings tiers. The idea of tiers was not bad, but they were pretty inconsistent and sometime weird it's why I prefer 5 tiers with a logic behind : how fast you can unlock them according to campaign tier buildings. It's now an useful indicator instead of something weird that tell you approximatively if it's elite or not with some mistakes.

-Controversy / explanations :

For Nurgle the building tier has proven that it was weird due to how their recruitement work.
The best examples are : Exalted Plaguebearer. You technicaly unlock him tier 1 but you got 2 more at tier 3. And the Beast of Nurgle that can be unlocked tier 1 but you will gain 1 more at tier 2 and one more at tier 3.
So a question happened to me : Did I put them tier 1, 2 or 3 ? I finally decided to give Nurgle units the tier where they have unlock every unit of the type, so their tiers are looking like most of the others factions.
The reason is simple : I feel weird to put Exalted Plaguebearers tier 1 as they are one of the best melee infantry. So instead they are tier 3 because you unlock the maximum of them at settlement rank 3. I made an exception for this rule : Nurglings. They are recruited in the ''economical'' buildings but I can't put them tier 4 because of a special building that is longer to have !

I also made the choice for Khorne to put WoC and Bloodletters in tier 2 according to their barracks level instead of the settlement level 1. The reason is simple : You can have simultaneously the 2 barracks to recruit both of them and you can only have one settlement building (portal or chaos forteress) so make more sence to link it to barrack than settlement building.
For the units who can be only recruited in settlements (like peasant archers/spearmans of Cathay for example) since they are not recruitable in barracks they are tier 1 for sure.

I also didn't take in account the special buildings (and I will not in future) like Bohka Palace that make the ice guard (glaives) recruitable in tier 4 instead of 5. Since they are unique landmark for the city and not every settlement.

The regiments of renown gain +1 tier based on their base unit. Why ? Because they have no real tier but are also more powerful than their ''base'' unit. Why the same unit with shield or great weapons will have 1 more tier and not a RoR ?

-Compatibility of the mod :

It should be compatible with any mod that doesn't change the following tables : main_unit / unit_information.twui.xml

The mod will be compatible with mods that add new units but won't make them have the tier 4 or 5 even if the creator of the mod has put them in that building tier. But technically it's really easy to make compatibility with news units and the mod.

-Old races / Immortal empires :

Now updated for IE !

-Credits :

Thanks to DrunkingFlamingo for his guide for the unit_information.twui.xml code part. Thanks to others members of Da Modding Den !

17 条留言
Welter 2024 年 5 月 18 日 下午 3:40 
Your system was so much better than the one CA introduced, FellsBadMan. They broke your mod for nothing :/
Karnak  [作者] 2024 年 5 月 1 日 上午 2:42 
Since CA is starting slowly to make this concept vanilla (they increased the 1-3 tier to 1-5 like I did), I don't know if I will support this mod for long anymore. I saw some mistakes still so maybe to correct them.
Karnak  [作者] 2023 年 8 月 1 日 下午 6:10 
@`原野追逐` Technicaly yes, but it need to be it's own submod, otherwise it won't work. As it is a lot of work and im atm busy (not even updated from last patch I think ?) I can't promise to do one.
原野追逐 2023 年 7 月 31 日 下午 7:27 
Can it be applicable to custom arms or SFO?
Karnak  [作者] 2023 年 4 月 13 日 下午 4:37 
@Le Geek Thanks ! Yes it will be updated :) Wdym by improved ?
Karnak  [作者] 2022 年 10 月 22 日 上午 10:05 
@JH Should be fixed now.

Mod updated for 2.2 including the FLC RoR's.
JH 2022 年 9 月 15 日 上午 4:50 
Legendary load's Siege Attacker attribute is not applied in the patch 2.1.1
Karnak  [作者] 2022 年 8 月 28 日 下午 2:38 
@Squaul Thanks you ! Well, at least some people like it and I do ! ;)
Squaul 2022 年 8 月 28 日 下午 12:36 
Under rated great work !

But tbh it's probably kinda not worth the pain even more with the numerous other problems wich will make shadow over the acknowledgement of you genius sadly.
Karnak  [作者] 2022 年 8 月 26 日 下午 4:28 
Mod is updated for IE.