全軍破敵:戰鎚3

全軍破敵:戰鎚3

Hecleas Grand Strategy
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更新:10 月 26 日 @ 下午 10:56
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🧩 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:10 月 25 日 @ 下午 10:08
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⚔️ 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:10 月 25 日 @ 下午 4:44
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🧠 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.

更新:10 月 25 日 @ 下午 4:44
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更新:10 月 3 日 @ 下午 10:06
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Fixed texture issue on dead bodies in battle

更新:10 月 1 日 @ 下午 8:33
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更新:10 月 1 日 @ 上午 8:20
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-⚔️ Neighbours-First Declare War (new mechanic)
When: Every AI faction turn.
Issue:
In vanilla, the AI often declares wars randomly across the map, ignores immediate neighbours, or worse — since recent patches, the vanilla war-declaration system barely works at all, leading to almost no new wars. Campaigns stagnate and feel lifeless.
Effect (detailed):
STANDING_THRESH (-50 default) → diplomatic attitude threshold: below this, war becomes possible.

ATTITUDE_FLOOR (-200 default) → hard lower bound: if relations drop this low, war chance hits the floor value.

WAR_CHANCE_AT_THRESH (1%) → probability of war exactly when the threshold is reached.

WAR_CHANCE_FLOOR (25%) → maximum war chance when attitude is at or below the floor.

RNG_MAX (100) → random roll scaling. Larger values = finer probability variation.

MAX_TESTS_PER_TURN (10) → maximum number of potential targets tested per AI faction per turn.

MAX_ACTIVE_WARS (2) → cap on simultaneous wars. Prevents AI overstretch and keeps wars meaningful.

GRACE_AFTER_PEACE_TURNS (10) → cooldown after a peace treaty; blocks instant re-declaration.

INVITE_ALLIES_ATTACKER (ON) → attacker calls in their allies.

INVITE_ALLIES_DEFENDER (ON) → defender calls theirs too, creating proper coalition wars.

TARGET_HUMANS (ON) → toggle whether humans are valid targets under these rules.

ENABLE_DEBUG (OFF) → prints AI decisions and rolls to the log for testing.

Priority system:
ENABLE_GLOBAL_BACKUP (ON) → when no land neighbours are valid, AI may target any met faction.

PRIORITY_MODE ("adjacent_first" default) →
adjacent_first: always tests land neighbours first, then fallback.
weighted: mixes neighbours + global candidates, using weights.

ADJ_WEIGHT (5) → weight for adjacent factions in weighted mode.

BACKUP_WEIGHT (1) → weight for global fallback factions in weighted mode.


⚠️ Limitations & Notes:
This script cannot trigger the vanilla war-declaration popup during AI turns.
👉 You must check the Diplomacy → War Declarations panel each turn to see who declared war.


The vanilla war-declaration system is currently broken and rarely triggers at all. This script effectively restores functional AI wars to the campaign.


Purpose:
To create coherent AI diplomacy where:
Land-adjacent factions are the main targets,
Global backup prevents late-game “peace-lock”,
Wars stay limited and strategic,
Truces are respected,
Alliances matter more,
Campaign wars escalate in a natural way.


➡️ Result:
More believable campaigns, regional conflicts that make sense, and a fix for CA’s broken DoW logic — finally restoring life to the campaign map.



-Completely removed the recruitment capacity bonus granted to potential factions.



-Improved the Battle AI section (thanks to Cerb)



-Improved the anti-snowball section (Order vs. Chaos vs. Destruction) (thanks to Cerb)

更新:9 月 30 日 @ 下午 8:59
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Fix for some factions having too much recruiting capacity.

更新:9 月 29 日 @ 下午 6:38
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⛏️ Tunnelling Stance Reintroduced (with changes)
Originally, tunnelling was fully removed.
After feedback, it’s back with a compromise: the stance remains, but all interception mechanics are disabled (no interception chance, no last-turn penalty, no range).
Trade-off: tunnelling is now only for movement, not surprise attacks or ambushes.
➡️ Result: everyone gets a middle ground — the stance stays for those who want it, but without the broken mechanics that punished AI or enabled cheesy plays.

🚫 Forced March Removed
This stance is still completely deleted.
Why: the AI abused it in illogical, suicidal ways, and no fair compromise was possible.
➡️ Result: cleaner gameplay and a more coherent campaign map.

🌩️ Storm Mechanic Rework
Storms spawn more frequently and are no longer tied to difficulty.
All strengths are possible from the start; storms now grow and intensify instead of fizzling out.
Duration is consistent across modes, and storms drift dynamically across the map.
➡️ Result: storms are a true strategic element — dangerous, immersive, and alive.

更新:9 月 29 日 @ 上午 11:48
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-🧭 Stuck Characters Fix (new mechanic)
When: Every campaign turn (after turn 1).
Issue: Sometimes lords or heroes get stuck on the map and can’t move.
Effect:
Detects characters frozen at the same spot.
Teleports them nearby to a valid location.
Adds a short protection to prevent them from getting stuck again right after.
Purpose: Keep armies and heroes active, avoid “dead slots” on the map.
➡️ Result: smoother campaigns, no more wasted turns with immobile characters.

-Really sorry for the inconvenience, I'm removing the additional slots (for those who had the Mixu unlocker activated). I originally wanted to enlarge the building slots, but during my personal testing, I wanted to remove them from my game design and game balance. But I forgot to delete the work I had done on them.
Sorry for those who will see fewer slots.