全面战争:战锤3

全面战争:战锤3

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Sandbox Initiated
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campaign
标签: mod
文件大小
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更新日期
1.969 MB
2022 年 9 月 3 日 下午 8:47
9 月 17 日 下午 5:24
271 项改动说明 ( 查看 )

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Sandbox Initiated

在 BadThrall 的 1 个合集中
Sandbox Initiated Sub-mods
4 件物品
描述
WARNING: Your game will FREEZE on the second turn on the start of a new campaign with this mod. The freeze is due to random placement of the factions, don't worry.. it's working as it should!

Do not recommend enabling this on existing games. Only enable for new games!

Supports MCT (OPTIONAL) to modify just about any setting provided in the mod and more!

Great care was taken to be compatible with SFO, Radious or any other overhaul but certain side effects may be inevitable based on what faction you're playing.

No campaign will ever play out the same way. The mission of this mod is to make your campaign as dynamic as possible and to make it more fun!


IMPORTANT NOTE: There was recent change to how attribute randomization is performed on melee defense and offense when rolled at the start of the game. How it works now is every faction including players start at whatever the "Randomized Attributes Threshold" value is set in the negative. So if it's set at the default 20 then you (if you set player randomization) and all AI factions start with -20% melee attack and defense, the random roll then increases the value from this base with maximum roll of the "Randomized attributes Threshold" so a perfect score would be no negative melee attack\defense (the player may get a tiny additional bonus). Why was this changed? Well once melee attack\defense get too high, they get increasingly irrelevant. So I believe this change will make these values much more relevant, don't worry about negative values here too much, both you and the AI are under the same rule.



FEATURES:
  • Random diplomacy across the board every new game. However, by default relations are still weighted based on lore in certain directions via order\destruction\chaos dynamics but this does leave the door open for some "unholy" alliances. This can be heavily modified through MCT.
  • Random placements on turn 2. Corruption automatically adjusted based with the placement.
  • Simple missions that gives you some sort of goal to work towards with currency rewards.
  • Tweaked AI behavior for better experience. Anti-player bias is nerfed to be more fair and AI will be more reasonable (or opportunistic) in it's decision making and will focus on expansion.
  • AI factions will not be bound by their default campaign behavior.
  • "Inherited" corruption based on the native population of a region was removed. This was to make random placements more fair based on the roll.
  • All factions have no climate penalties based on settlement location.
  • Over 26 attributes for each AI faction are randomized at the start (attributes like Armor, Weapon Damage, Missile Damage, Melee Attack, Melee Defense, Growth, Control and much much more).
  • Different and Fair Strategic Threat mechanic. The exact same rules apply to you and the AI.
  • Rivalry system (where anyone who are bitter enemies or have very friendly relations with the player can randomly get generic buffs to keep up the challenge and to make alliances more rewarding).

It's 'mostly' MP friendly, I cannot test it completely. However this is what I've learned from comments and some of my limited testing:

Typically I hear of desync (After turn 3) or MP issues due to two things:
1) When the mod recently got updated. Make sure it's up to date, try unsubscribing and start the game and then quit and then re-subscribe.
2) If your using MCT make sure you that whoever you're with is using the EXACT same settings. Even though the new MCT should technically solve this, I still randomly hear issues about that.
3) On turn 3, Desync almost always happens (due to the random starts) however after re-sync, will likely keep working after that hopefully.



SCENARIOS
  • War of the Beard II
  • BEAST WAAAGH!!!
  • Revenge of the Witch King
  • Vermintide
  • The Great Plan
  • All Will Serve
  • The End Times
- More details in the "Scenarios" post under "Discussions"

MCT FEATURES:

If MCT is installed, you have the ability to change battle length, enable dynamic battle difficulty based on how powerful you are (rules apply to AI as well) and much more!



PLACEMENT BEHAVIOR IMPORTANT NOTES
  • Random placement happens on turn 2 instead of the start of the game, I did this for other mods which may adjust settlement ownership at the start of the game.
  • Random placement isn't as painful for certain factions (note the climate and native population changes above).
  • All wars end on turn 1 & 2 as a reset. You can still declare war on a faction on turn one to get your initial mission reward and then that war will end on turn 2 when randomized placement occurs.
  • Certain faction mechanics adjusted to be more friendly to the randomized placement (Empire's Imperial Authority, Cathay's Bastion mechanics and Dwarf's initial grudges are the biggest offenders which have been modified). More in the Faction Changes rollup post under the "Discussions" tab above!

INEVITABLE ISSUES
  • Knowing factions you are not neighboring with or across the map.
  • Victory conditions could be impossible.
  • Initial Objectives could be impossible.
  • The introduction may make no sense by turn 2.
  • Cathay caravans are 'hardcoded' in the WH3 DB and so their routes will remain the same regardless of the randomized placement.
  • End game scenarios may have 'unintended' consequences as some scenarios assume vanilla placements... so you may be in for a world of hurt depending on where you are and what your diplomacy is when it triggers. Consider yourself warned!

These mods below are excellent compliments but OPTIONAL to SI and I strongly recommend:

Mod Configuration Tool https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2927955021

Recruit Defeated Legendary Lords https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1736529254

All Diplomatic Options - Vassalize, Liberate, Confederate https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2843411818

204 条留言
Griffox 9 月 15 日 下午 5:44 
Does anyone else have the game crash when playing with TAMURKHAN dlc nurgle with this mod? After 10 to 15 turns the game crashes.
Griffox 9 月 14 日 下午 7:53 
In most of the campaigns that I have done, most of the factions stay in the same place after initializing the mod, this only causes many factions to get lost on the map, I believe that before all the factions changed places, I don't know if this is something that happens in this current version of the game, does this happen to anyone else?
Shorn From Avon 9 月 6 日 下午 3:51 
Any new update? currently causing crashes after ending turn / starting new turn.
Ganon Cannon 8 月 22 日 上午 4:27 
This mod always crashed on the old world after like ten turns or so
Michaelcoe94 7 月 25 日 下午 5:46 
the nuln gunnery school is only on the original start for elspeth
Kettar 7 月 18 日 上午 1:48 
Afaik, the mod works with IEE. But can I run in with old world classic? Curious about that.
MasterSJT 7 月 16 日 上午 10:15 
Great work @BadThrall
I'll look forward to hopping in again this weekend
Nasty 7 月 16 日 上午 9:45 
Seams to be working now. The culprit was the Jadawin's Unnatural Selection mod. Can't play this game without Sandbox Initiated, so all good.
Nasty 7 月 15 日 下午 9:41 
latest update is 6.2.2. which im at. But was just a hotfix.
BadThrall  [作者] 7 月 15 日 下午 6:02 
It should be working - it has been fixed for 6.2 a few weeks ago. Tried to do new games and keeps loading up good after all the tests. Try unsubscribing, start the game, then quit the game and resubscribe and that may help and make sure you're on 6.2.1+ too.