安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






The AI will continue to research the technology, regardless of whether they are original to the game or not.
Mods that add other factions should work fine, the only thing that could happen is that that mod has its own priorities for that faction and is not affected by mine.
In general, any mod can affect the performance of a campaign to a lesser or greater extent. It also depends on a player's preferences, such as whether they prefer the AI to have tricks or not, whether they prefer the major factions to be dominant or whether they prefer Make it more like a sandbox, there are infinite combinations.
First of all, thank you for your work. As far as I can tell, your mods are the most promising, AI actually declaring war and took some settlements :D
Now I have some questions^^
Is it possible to make the AI behave a bit more aggresive like actually using the raid stance more often even when they are not at war?
And how does the AI work? If you have a mod that completely changes the tech-tree. Does your AI research the modded tech-tree?
What mods could potenitally interfere with your AI mods? Obviously the ones that changes the AI, but do faction mods or mods like Mixus Legendary Lords be a problem here?
AI Anti-Cheat
AI Army Tasks and Strategy
AI Economy
AI Military Construction System
AI Recruitment Unleashed
Divide and Confer or Remove Bordergore
The latter paragraph I wrote was concerning why CA even did this change, because in vanilla now pre-modding the AI doesn't even build great armies nor good buildings anymore and their economy is shot down, like CA wanted to curb "something or other".
That was what I intended to say, sorry if something got lost along the way. :-)
Another thing that still persists, I had hoped this mod would fix that too but I think I may need some other for that possibly. It seems totally random which faction builds a lot of armies, even with strong economies. Grimgor that has a lot of lands just walks around with two full stacks. In 4.x AI had a lot of stacks and good economy, moving around. One could possibly call it stack spam. I wonder if CA has tried to curb that, and somehow just went overboard on it. Have you seen anything to this regard in the DBs?