全面战争:战锤3

全面战争:战锤3

Hecleas Grand Strategy
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更新于:10 月 25 日 下午 4:44
作者:Hecleas

更新于:10 月 3 日 下午 10:06
作者:Hecleas

Fixed texture issue on dead bodies in battle

更新于:10 月 1 日 下午 8:33
作者:Hecleas

更新于:10 月 1 日 上午 8:20
作者:Hecleas

-⚔️ 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)

更新于:9 月 30 日 下午 8:59
作者:Hecleas

Fix for some factions having too much recruiting capacity.

更新于:9 月 29 日 下午 6:38
作者:Hecleas

⛏️ 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.

更新于:9 月 29 日 上午 11:48
作者:Hecleas

-🧭 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.

更新于:9 月 28 日 下午 6:05
作者:Hecleas

🏰 Legendary Improvements (new mechanics)
Pause, slow-motion, and extended camera distance are now unlocked in Legendary difficulty, just like in other modes.
➡️ Result: more control, better battlefield overview, and an experience that stays challenging but feels smoother and more immersive.

更新于:9 月 28 日 上午 5:26
作者:Hecleas

-Added MCT functionality for the "hide_auto_resolve" script
-Added LOD performance optimizations for the "Zealots of Slaanesh" mod
-Slightly reduced Vlad's faction potential

更新于:9 月 26 日 下午 2:57
作者:Hecleas