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报告翻译问题






As for the mod, right now I'm very busy and can't update the mod any more...
But in the dev's next game, Imperiums: Greek Wars, I'm considering something to make.
That way, if the "Major" Factions rise it's because they do well, not because of a given advantage, i'd love it so much!
I was just wondering - are you member of our Discord channel [discord.gg]?
If you are, please ping me there once you are online.
- Adjusted game balance, Ashikaga armies's morale reduced, also major daimyos(Oda, Takeda, etc) increased military morale.
- Added 2 general objectives (unite local area and take the capital city) for each factions.and Tokugawa has some unique objectives.
- Now Takeda can directly invade Uesugi clan as historical.
- Adjasted the all map balance. the minor factions reduced to have 3 resourse types instead of all 4 types. and some factions increased the food resources.
- slightly changed the opening message.
I will make a test version where minor factions only have 3 resources, and if it works I will upadte it (I'm afraid that sometimes the player can't trade with other factions at all, but this scenario has 38 factions, so this would not so happens as the med main scenario).
4) To induce trading each faction should see (visibility!) at least 5 other factions (10 is even better) around them and have good relations with them at the beginning of the game (Peace + normal short/long relations). When trading starts the relations begin to change due trading and this results in switching alliances/trading partners.
1) based on original Ancient Mediterranean. So I kept all the factions, just renamed them. Then adjusted AI for just a few of them by 1-2 points (up or down). In the result there is a mix of very aggressive and less aggressive factions.
2) counted number of resources in a map or original scenario. There was around 25 mines of each resource around and I decided to stick to it (+/- 3 mines). I believe that maps with more water and less land area require this number to be adjusted a bit (so ~22 mines should be better in water maps - just guessing
The reason I mentioned the Centurion mod is that, when playing with that, I saw really a lot of mutual alliances and, checking the factions throughout the game, I didn't see very many in the Sengoku mod. (Maybe that's because the factions are smaller in size?).
Of course if you want smaller to be wiped out and larger ones to consolidate, then it works as intended.
Btw, if I forgot to mention it, the map is really great - so many tactical possibilities with all those mountain ranges and isthmuses.
Thank you for the detailed report. Altough In my play testing with few factions, I didn't have any short food problems. Does any other players have the same problem?
I doubt the Centurion mod have changed any AI diplomacy behavior algorithm. I see the AI factions changed the alliances in my scenario too (As Date game, after war and then made peace with Ashina, they send the alliance proposal).
Anyways I will inclease food supploy a bit in the next update.
@gwgardner
Not having all resources in Ryukyu faction is intended.
Also I forget to mention that Ryukyu is not recommended to play because this faction is almost never winable (maybe. lol. I'm an awkward player, so I can't imagine win with the faction, but a smart player may be winable?).
I will add a note of this faction in the opening message in the next update.
The food balance still feels problematic. While you don't starve at the start anymore, having just enough units to defend used up all the food and even let me run short a couple of times incapacitating some armies.
Things are different once you conquer your first enemy or two (Tokugawa and Oda in my case) but food was very, very low before that. I haven't tried a smaller faction yet.
How about making some factions very rich in food (coastal factions, simulating fishing?). Or, if possible, allow the option to farm hill tiles?
- Everybody is short on food (it appears as recommended trade for every AI).
- Everybody has more than enough stone.
I'm not sure there's a lot of trading going on and how the AI aggressiveness settings might play into it. Maybe take a look at mogilan's Centurion (limited resources) mod. His settings seem to work well for constant trading and shifting alliances, that later fitting the sengoku jidai very well.
(cont. in part 2)
- Changed Ouu region(Date and Nanbu) to more historical correct one.
- Reduced Tokugawa AI's aggresive value.
In real history, Tokugawa Ieyasu was a very cautious character, so the AI's behavior is a bit unrealistic. I will reduce the Tokugawa AI's aggressivness (currently 5) to 2 or 3 in the next update. By the way, the aggresivness of Oda AI is 6 (perhaps maxiam number).
AI should consider both for sure. It depends also on difficulty and aggressivness of the AI players set up.
Playing Oda, my dear ally Tokugawa declares war on another neighbor every two to three turns (even though he already is at war with others and fighting actively). At this point it's just annoying and I am considering just terminating the alliance.
Since I very rarely go beyond a defensive pact in the vanilla game (for fear of exactly that kind of behavior), I am wondering: Is this normal AI behavior or does it have something to do with the opportunities the AI sees on this kind of map (unprotected cities etc.)?
I guess part of that question goes to Pavel: Does the AI only consider "Hey, I could potentially plunder something here right now" or does it also consider "Hey, I don't have the armies to plunder gour neighbors, so I might not declare more wars"?
Yeah, now I have a tool to make 3D graphics, but seems like I don't have enough time to learn / make 3D models unfortunately (eventually,,, I try it though).
@Thandius
I've checked the issue and confirmed it. I updated a new version, where food supply increased and city size (main culprit to the issue) reduced. Thank you for the report.
Testing on Takeda currently, I noticed that you might have written this with 1.06 still in mind. On medium difficulty Takeda immediately runs out of grain after the first 2 turns (1.07 grain consumption is causing this I assume)
All the artwork fits perfectly and I also like the flags and scenario setup.
Back to play now ;-) Starting as Ashina in South Mutsu
I think you will manage that. The challenge is implementing animation and convert it to a model Aggressors engine (Ogre) can read.
Hope I would make 3D polygon unit graphics too, but I could't it for various reasons (don't have an application for it for example).
Those flags looks cool!