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报告翻译问题






I would love to adapt it a bit, but i have no idea how to
I think these + research levels are stacking instead of being updated. Breaks the game.
Dont know if your still modding, but I noticed The Ikko Ikki clan generals don't have access to your mod. At least when i play as them, dont know if the AI has access if I am another clan.
Would be great if you could check this, as Ikko Ikki are the only clan i haven't really played with.
I shall wait for a Ikko Ikki playthrough in anticipation of you ;)
I play this game sufferly in this mod.
AI generals and AI solders become monsters in this mod.....too difficult.
Now the down side, i think the general's trait buffs for units may be just phantom buffs. So for example i've discovered that if i had horsemen that had gold charge improvments and my general provided lets say 24 charge buffs from his traits. The horsemen in the general's army shows that they're gold charge is further improved. However, when i was in a battle i realised that when i looked at the horsemen's charge value the number was lower.
So long question short, horsemen show to recieve buffs from general but in the battle map their stats were lower.
My intention was to build a platform, a mod that people can change according to their taste and this is the reason why i did not bother too much with the balance of the mod.
I believe that most people who plays shogun 2 total war to this day knows how to use 'pack file manager' to tweak mods according to their taste.
If you don't know how to use pack file manager i strongly advice you to try it out and change my mod into something more compatible to you taste.
I think this was your intention in making the mod, to make it OP like a ''cheat'' mod, i guess there's people that like this kind of stuff, may be good nonetheless for that kind of people.
If this mod is normally adding a total of seven skill points, then yes. How's do we switch to five?
Additionally, THIS MOD IS AWESOME!!
Thanks, chief!
You can never have too much skill points!
Thank you for enjoying my mods
And also yes for the second question it has been a while but the assasin magnet negative affects i believe, comes with fear affect that could break the game, enemy just run away when this genearl go near them, so it was for the purpose of balancing the game and for realistic elements.
For example, in real life if a general is confident in attacking then they most likely will be less confident in defending (unless ofcourse he or she is extremly talented in battlefield like few historical generals). Also if a general is terrifying he or she must have many enemy trying to kill him before he enters the battlefield,
a few questions:
a few of the trees impose negative affects, such as how charge tree reduces melee defense, second troop tree ending ability, hero vanguard, reduces melee attack--are these intended balancing measures?
one last thing is the terrifying general in honor tree: judging from the wording, it effectively turns the general into an assassin magnet; am I reading it wrong, or is the fear effect that powerful, or is it simply a balancing measure for a fear ability that is accessed at 4th star instead of 6th?
Changes most likely include:
New localisations for skills
Changed skills to fit traditional and modern generals
Only realized something was up when the Hojo formed an army with three 4 star generals and ended up being able to move farther than my ninjas every turn.