Total War: PHARAOH DYNASTIES

Total War: PHARAOH DYNASTIES

118 个评价
洗劫或夷平哨站消耗行动力
   
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标签: mod, campaign
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2024 年 7 月 27 日 上午 5:41
1 项改动说明 ( 查看 )

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洗劫或夷平哨站消耗行动力

在 Alex Zhao 的 1 个合集中
Z's mods
25 件物品
描述
简介

AI太喜欢搞游击了,哨站过于容易被摧毁,然后再开强行军跑走。这个mod主要就是为了减缓这个问题。

具体的改动为:
  • 夷平哨站后移动力会被设置为10%
  • 洗劫哨站后移动力会被设置为20%
  • 强行军现在需要花费25%的移动力开启,然后增加的移动力从50%提升至75%,一回合内总加成还是50%不变
为了保持平衡,这些改动同时作用于AI与玩家

兼容性
  • 兼容旧档
  • 与大多数mod兼容
  • 如果有其他mod改了强行军效果那么可能会互相覆盖


感谢原作者Nuin授权我移植这个mod到王朝版,全部的创作属于Nuin。
18 条留言
ZarmehrAswari 9 月 11 日 下午 2:39 
I believe it needs an update bro. Please bro :)
PUKEI-PUKEI ACTIVIST 2024 年 11 月 17 日 下午 5:26 
It seems like some of the horde armies are still able to go into march stance after sacking. I just saw "Lukka" do that for example.
ParkingLotMenace 2024 年 10 月 5 日 上午 7:57 
Love the concept, I've been just packing my border provinces with forts, which basically means I've had negative food income for the entirety of my Ramesses campaign. This mod definitely would make less military focused strategies more viable, will give it a try next run!
Hecleas 2024 年 9 月 25 日 上午 8:44 
Thanks for this mod my friend.
An important point for my AI, I hate this outpost system for a reason.
The attacking AI does not have as much line of sight as the one with the outposts.
On paper it seems logical and good.
But in fact, the AI ​​is not aware that forces of yours are hiding or otherwise and they enter into forced marches and position themselves in a very suicidal manner very often.
Because he does not have as great a vision as you and does not suspect that you are near.

This destroys strategic gameplay.
If there was a way to increase the AI's line of sight it would be great.
Hecleas 2024 年 9 月 25 日 上午 8:44 
Knowing that basicly, I have never seen a total war with such a large movement range.
Hence the problem where he destroys 3 outposts in one turn.
(Even worse for those who own its outposts.)
You think you're safe and in one turn, the AI ​​travels 10km and catches you.

The strategy of this game because of the outposts is broken.

I'll give you this feedback if you can ever have other ideas on this.
Nef 2024 年 9 月 14 日 上午 6:39 
@Coach i would argue you can always raise a general to go guard those places.
Alex Zhao  [作者] 2024 年 8 月 23 日 上午 12:48 
If it doesn't contain similar edits, then they should be compatible.
Coach 2024 年 8 月 20 日 上午 12:12 
quick question, is this mod compatible with the Agony mod ? (overhaul mod that makes the game more immersive/realistic)
Nuin  [作者] 2024 年 8 月 15 日 上午 4:24 
@Porkenstein the forced march change is required. Normally it takes 0AP to enter, so you could raze, go to 10%, forced march, go to 60%, which is easily enough to reach another outpost and repeat. That's the only reason the forced march change was added :)
Porkenstein 2024 年 8 月 12 日 上午 10:31 
Have you considered publishing a mod that just has the action point change post-raze and sack? I'd rather not modify how forced march stance works but I like the idea of greatly reduce how far someone can move after attacking an outpost.