全面战争:战锤3

全面战争:战锤3

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Murranji's Great Bastion Expansion Mod
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1.770 MB
2024 年 8 月 21 日 上午 4:22
5 月 28 日 下午 10:28
18 项改动说明 ( 查看 )
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Murranji's Great Bastion Expansion Mod

描述
Description

The key goal of the mod is to turn the Great Bastion feature into a more engaging and interactive mechanic by increasing the variety of enemies that can attack the Bastion and adding unique and specialised ways to bolster its defences to enable closely fought giant siege battles.

The addition of a new pool of powerful mercenaries that is earned through invasions and battles at the Great Bastion is intended to demonstrate a way that the mechanic could be turned from solely a one sided army spawner into something that can be turned into providing a reward for the other parts of the campaign.

The mod adds an additional faction effect for Miao Ying to unlock new unusual locations in the Great Bastion (IE only). It also enables and fully integrates this updated Great Bastion mechanic for Yuan Bo, who earns an extra turn reduction for his Stone and Steel token cooldown whenever he wins a battle in the Great Bastion provinces. For non Shadows of Change version see the no SoC submod. The key features of the mod are:

The Threats

Increased Invader Variety:
Invasion forces can now spawn as any mono Chaos God as well as the Daemons of Chaos, the Chaos Dwarfs, Warriors of Chaos, and Norsca, all with full DLC rosters. All armies have randomised units and increase in strength over time.

Ongoing Invasions
While an Invasion is ongoing the invaders will spawn additional reinforcement forces every 4 turns. Reinforcements are not necessarily the same race that attacks at the start of the invasion. Destroy all invaders once and for all to end the invasion.

Random Assaults
Other races bent on destruction will now launch surprise attacks on the Great Bastion. Fend off the Beastmen, Greenskins, Skaven, Ogres, Dark Elves, Lizardmen and Cathayan Rebels when they threaten your or your allies gates. Random assaults won’t occur while an invasion is ongoing.

Dynamic Threat Meter
As the average level of Chaos corruption across your provinces rises the constant threat meter will also increase - from the flat 6 to up to 10%. Control the corruption across your provinces to slow the growth of the threat meter.

Fixed bugs that were reducing the number of invasion forces
The vanilla version of the Great Bastion mechanic includes 2 bugs which could reduce the number of Invasion armies spawned by up to 2 forces per invasion. This mod fixes those parts of the script ensuring the full number are spawned.

Oh and Zhatan will no longer destroy the invasion faction all by himself for you any more…

The Defences
All 4 building chains in the Defence super chain have been upgraded to provide an additional powerful defensive buff or reward.

Sanctum chain - automatically summon an emergency force of reinforcements whenever a Gate settlement is besieged. The force grows in strength as you level up the building.

Fortification chain - unlocks a unique and powerful ancillary and banner for each level of the chain, with different ancillaries across the 3 gates.

Artisan chain - provides an additional specialised buff to the forces of Yin garrisoned in a gate region to help you rain death on approaching enemies.

Refectory chain - provides access to the ‘Great Bastion Veterans’, an additional mercenary unit variant of several Cathayan units with access to a unique ability that increases their melee attack and defence when they are docked on a wall or a hard point. Increase your chances of recruiting these mercenaries by levelling up the building.

Miao Ying faction bonus
As castellan of the Great Bastion Miao Ying has an additional faction effect that gives her a chance of spawning new unusual locations only available in the Great Bastion provinces. These buildings provide additional garrison troops and unique faction bonuses. This works for the AI too.

Stone and Steel
The dual cities of Wei-Jin and Nan-Gau stand ready to aid in the defence of Cathay. While these cities are held in any Cathayan faction’s hands they will each provide a random buff every turn to the Yang and Yin units in the Great Bastion garrisons. However if a city falls then the buff they provide to the Great Bastion will fail also.

Hold the Door
If your allies have a Sanctum building they will summon you an emergency force to help defend their settlement as well. At the start of the game you will get the option to automatically declare war on any faction that attacks a gate settlement.

Sick of the Imperial Wardens failing their one job? Now you can help them out directly instead. Prefer the challenge of fighting off Chaos forces and Sniktch and Lokhir Felheart at the same time - just leave them to fight alone.

Immunity to attrition
Builds in the popular requirement to disable siege attrition to any garrisoned forces.

Just Turn It Off
If you prefer to take a break from the waves of invasions capture the 7 regions closest to the Great Bastion (Bloodwind Keep to the Stonesky Foothills on Immortal Empires and Red Wastes to Eastern Steppes on Realm of Chaos). This will keep the threat meter at 0. If you ever want to start the invasions up again just abandon one of those settlements and the threat meter will begin to increase.

And more…

Compatibility
This will overwrite any changes made by mods that modifies the wh3_campaign_great_bastion.lua script.
Works for Immortal Empires, Immortal Empires Expanded and Realm of Chaos.
SFO submod - for veterans units

Chinese translation/中文翻译

FAQ:
How many armies spawn with the mod?

Army spawn is set as a default 3/4/5/6 based on turn length 1/25/50/75
Playing on hard will spawn an additional army from turn 1
Playing on very hard or legendary will spawn 2-3 extra armies for 5/6/7/9 total for all turns.

This is too hard!? / This is too easy!?

The goal was to make the invasions return to the earlier iteration of the mechanic where up to 8 armies would assault the gate in the late game, while giving players extra tools to handle it. Extra difficulty is intended to be provided for very hard/legendary difficulty through extra spawns while keeping the number of spawns lower for normal.

That said I am interested in hearing if there are thoughts on balancing in the comments - are the invasions or the dilemma battles too hard or too easy, too common or not enough?

Where are Great Bastion Veterans recruited?

They are recruited from the Regiments of Renown faction mercenary pool.

How does the mechanic work for Yuan Bo?

It works the same as for Miao Ying and Zhao Ming. For Yuan Bo it is more worthwhile to fight battles as it will decrease his pending token cooldown by an extra turn.

Bugs:
Please list any other unexpected bugs you encounter in the comments.

In some circumstances spawned armies won’t properly despawn after a battle. If you have an emergency force that doesn’t despawn I recommend disbanding it. Spawned generals can earn traits when they defeat legendary lords and the event feed won’t be suppressed.

Socials
🛠️ I’ve launched a Patreon! If you enjoy my mods and want to support my work, you can now help me create more by joining here:
🔗 https://www.patreon.com/murranji
Follow me at murranji[bsky.app] on bluesky to keep up to date with my modding.

Credits:
Scripting and db work - Murranji (with assistance from ChatGPT 4o).
Based on vanilla work by CA
Thanks to RPFM

Follow me at Bluesky[bsky.app] for updates to my mods.
205 条留言
Murranji  [作者] 9 月 8 日 下午 6:15 
@darkdecipl - yes sorry it’s hard to make multiplayer friendly.
Darkdecipl 9 月 8 日 下午 6:04 
ever sense installing this mod and using it on multiplayer even when disabled I get constant desyncs after unsubscribing desyncs have stopped
Aradir 8 月 17 日 上午 9:11 
Would this also cause a lack of reinforcements? At the begin of the campaign it worked, but now I get no reinforcementes from the sanctum building.
Murranji  [作者] 8 月 4 日 下午 10:39 
Have been testing and found a script break occurs when the skaven random attack event is meant to occur. I will investigate the cause.
Murranji  [作者] 7 月 27 日 下午 5:14 
The trigger for veterans to be added to the pool occurs after a battle at the bastion and after an invasion ends, if there were few of these there would be less chances. That said I will check out if something is affecting yuan bo since it’s the 2nd time he has been raised.
Esg 7 月 27 日 下午 12:00 
Played a 50 turn yuan bo campaign and had bastions around turn 10. Didnt get 1 veteran to spawn (using SFO submod) with lvl 3-4 building for each gate. Any idea why?
Murranji  [作者] 7 月 24 日 下午 11:38 
Its defined within the function, the script gets the string of the building that exists in the region and then maps to an army string that is used to generate the army list. In terms of spawning near a settlement you can use cm:find_valid_spawn_location_for_character_from_settlement(), I just have it hard coded so the army always spawns on the cathay side of the bastion.
AlexSansNig 7 月 24 日 上午 6:53 
How do you link the reinforcements spawn to certain building. For example. I want to start of with spawning the reinforcements based on settlement level
AlexSansNig 7 月 24 日 上午 6:22 
Hey I have been looking through it and I think i am starting to understand it. Got a question about the spawning of the armies. How do I get to determine the spawn location. In your script it is hard coded for each of the gates. Is there a way to just generally spawn the army near the settlement
Murranji  [作者] 7 月 23 日 上午 1:49 
@AlexSansNig - thanks, if you know how to use lua you can look at the functions in the murranji_great_bastion_replacement_script.lua file. The two main functions that handle it are bastion_besieged_reinforcements() and summonbastioninvasionreinforcements listener. You will also want to remove the army afterwards with cleanup_reinforcements() and cleanupreinforcementdataaftersiegeisbroken listener.

Lastly check the saving and loading game callbacks since you need to track the settlement and cqi of the generals spawned across saving/loading so you can re-initialise them after loading back into the game.