全面战争:战锤3

全面战争:战锤3

Hecleas Grand Strategy
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更新于:11 月 1 日 上午 11:54
作者:Hecleas

🔥 Warriors of Chaos — Local Recruitment Added
Core Chaos units can now be recruited locally, not just through global mustering.
This change lets Chaos factions replenish and expand faster, making their campaigns more fluid and competitive.
They can now rival other factions on equal terms, keeping the pace of war without breaking immersion.
➡️ Result: The Warriors of Chaos finally fight as they should — relentless, adaptive, and ever-advancing.

更新于:11 月 1 日 上午 1:30
作者:Hecleas

💀 Immortality Rebalance

Immortality has been restored to its vanilla value — Level 20.
No more early unkillable lords: characters must now earn their survival through true campaign progress.
Heroes and lords feel mortal again until they reach that milestone.

➡️ Result: progression regains weight — immortality becomes a reward, not a given.

更新于:11 月 1 日 上午 12:00
作者:Hecleas

🧱 Rush Construction
Now available for all factions.
Build instantly by paying resources: 💰 Gold (all), 🩸 Slaves (Dark Elves), ☣️ Infections (Nurgle), ⚒️ Labour (Chaos Dwarfs).
Each skipped turn costs 1000 gold (ex: 4 turns = 4000).
➡️ Result: faster growth, but at a real economic price.

📈 Level Progression Rebalance

Experience requirements have been increased for all characters.
Leveling is now slower and more deliberate — heroes and lords must fight, win, and survive to truly grow.
Progression follows the rhythm of the campaign instead of racing ahead of it.

➡️ Result: steadier growth, meaningful milestones, and a stronger sense of achievement.

更新于:10 月 31 日 上午 1:56
作者:Hecleas

更新于:10 月 30 日 上午 1:07
作者:Hecleas

⚙️ Additional Adjustments
🌲 Ambush Rework

Ambush chances now adapt to terrain type.
Forests, mountains, and wastelands favor stealth and surprise, while open lands are safer for movement.

➡️ Result: Ambushes feel logical and immersive — the terrain truly matters again.

🏰 Recruitment Overhaul

Global recruitment returns — but with longer training times.
It remains a strategic tool, not a shortcut.
Players are encouraged to rely on local recruitment for faster, more tactical army management.

➡️ Result: Planning, positioning, and logistics regain their importance.

🧙 Portrait Bug Fix Attempt

An issue causing lord and hero portraits to disappear on the campaign map has been addressed.
The system has been cleaned up to reduce the risk of missing visuals during long campaigns.

➡️ Result: Smoother interface and fewer visual inconsistencies.

⚔️ “Defeated” Traits Return

Defeated traits make their comeback.
Their effects have been completely rebalanced to fit the new, softer stat values introduced in this update.

➡️ Result: The system regains its flavor and impact — without breaking balance.

⚔️ Power Creep Rebalance

Over time, countless bonuses and effects had pushed heroes and armies far beyond their limits.
Attack, defense, speed, magic — everything kept growing until battles lost their tension and campaigns lost their pace.
This update brings everything back under control.
Power feels earned again.
Combat, abilities, and progression are now balanced around strategy, not stacking.

➡️ Result: A campaign that breathes, where every decision matters and victory feels deserved.

⚡ Combat & Campaign Flow

Stats, cooldowns, resistances, and movement bonuses have all been reworked for consistency.
Heroes remain powerful, but not unstoppable.
Magic is still dangerous, but no longer limitless.
Armies move with intent, not teleportation.
Each fight lasts longer, each march carries weight, and every ability must be timed with purpose.

➡️ Result: More tension, more strategy, and the return of true battlefield drama.


🧠 Progression & Balance

Experience, morale, and growth have been tuned to restore a natural rhythm.
Progression now matches the pace of your campaign instead of racing ahead.
Your empire expands, your leaders rise, and your strength builds over time — without ever breaking balance.

➡️ Result: A fair, grounded, and rewarding campaign where strength grows with your story — not against it.

更新于:10 月 28 日 上午 2:04
作者:Hecleas

Bug fix where some MCT modules were not working

更新于:10 月 27 日 上午 12:13
作者:Hecleas

⚔️ New Mechanic — AI Tactical Planner Overhaul

A brand-new system added to the mod, fully reworking how the AI plans and reacts in battle.
The Script AI Planner now behaves more like a human commander:
Dynamically reacts to enemy movement and morale.
Re-evaluates tactical orders every few seconds.
Smarter patrols, formations, and reinforcements.
Cohesive defenses and faster pursuit decisions.

➡️ Result: a new layer of battlefield intelligence — faster, sharper, and far more believable.

更新于:10 月 26 日 下午 10:56
作者:Hecleas

🧩 Recent Additions & Compatibility

✅ MCT Integration & Multiplayer Support added for:
🏰 Region Culture Change → automatic downgrade when culture changes (fair expansion)
📉 Expansion Penalty → dynamic anti-snowball system (income ↓, construction ↑ with empire size)

✅ Simple MCT toggles added for:
⚔️ Auto End Battle
🏗️ Disable Building System (in settlements battles)

All modules now include MCT options and are safe for multiplayer campaigns.

Dynamic Movement Speed – Full Climate Edition
Armies now move according to composition, culture, and now climate.
Movement ranges vary from −50 % to +50 %, recalculated dynamically each turn.

New climate system:
Every race gains or loses mobility depending on terrain.
🏔️ Dwarfs and Chaos Dwarfs thrive in mountains, slow in jungles.
🌴 Lizardmen and Nurgle move faster in swamps and jungles.
🌵 Slaanesh excels in deserts and wastelands.
🌾 Bretonnia rides fastest on grasslands, slowed in swamps.
❄️ Norsca and Kislev gain big speed boosts on frozen ground.

Combined with cultural and composition bonuses, every march feels unique — lore-friendly, strategic, and immersive.
Fully automatic, multiplayer-safe, and MCT-toggleable.
➡️ Climate now shapes your campaigns.

更新于:10 月 25 日 下午 10:08
作者:Hecleas

⚔️ Lords & Heroes — Stat Balance
Lords & Heroes are no longer invincible tanks — they’ve lost some health and take more damage overall.
Battles feel fairer, duels more tactical, and both AI and player fight on equal terms.
Everything is fully customizable via MCT — make them tougher or squishier to fit your campaign style.

🏰 AI Expansion Penalty
The Expansion Penalty mechanic now applies to the AI for the first time.
No more endless snowballing — the AI now faces the same empire management pressure as the player.
➡️ Result: slower, more strategic campaigns with natural rise-and-fall pacing.

⚙️ AI Unit Caps & Supply Adjustments
Default AI parameters for Unit Caps and Supply have been reworked for better army composition and recruitment logic.
The AI now fields more balanced forces and maintains them more realistically over time.
➡️ Result: smarter armies, improved campaign flow, and a more believable AI economy.

更新于:10 月 25 日 下午 4:44
作者:Hecleas

🧠 AI Economy Rebalance
Reworked AI upkeep modifiers — the vanilla bonuses were designed for a passive, underperforming AI.
With smarter, more aggressive behavior and better economic logic, those old cheats are no longer needed.
Upkeep bonuses have been reduced to match the AI’s new efficiency, ensuring fairness without crippling challenge.
➡️ The AI now thrives through intelligence, not hidden advantages.

🏹 Ranged Realism & Projectiles
Rebalanced ranged combat for a more authentic feel.
Missile damage reduced for all ranged units — archers, guns, artillery, and towers.
Armor, shields, and cover now truly matter.
No more instant wipes — volleys support infantry instead of deleting them.
➡️ Tactical, grounded, and cinematic ranged warfare.

⚔️ AI Expansion & Diplomacy
Base expansion penalties made less punishing to encourage steadier growth and territorial wars.
AI factions are now more likely to declare war when strategically or economically motivated — less hesitation, more dynamic campaigns.
➡️ A smarter, bolder AI that expands naturally instead of turtling.