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Best wishes and many thanks to years of great battles!
Sorry for the late reply, Steam stopped notifying me of comments and I have 30+ mods across Total War, so I missed this until now.
Just in case you are still wondering -- what you do is, turn this mod ON, then load the campaign you want to play. Save the turn (or play until it saves if playing Iron Man mode), then close the game. Then turn off this mod, and restart the game but choose CONTINUE. The campaign will load fine and you can resume.
This is an issue in this particular game - there is no actual check-box override, it just simply prevents you from loading the campaign the normal way and I hope they address this. Otherwise you can circumvent this issue as I described here.
I am currently modding another game, but when I return I will experiment with adding the Z-offset collision effect back first before increasing speed/mass. Either way, I will figure something out...
I just don't agree with the fundamental premise. But like I said, I am NOT against some adjustments here, though. Faster speed for light chariots? Perhaps. More mass for heavy chariots? Probably. But beyond that, I do not see them as useless. I see them as expensive specialized units that must also have weaknesses.
my proposition would be to slightly buff speed, collision and missile damage for light and mass, collision and speed for heavy so the one huge chariot that looks like it's weight 400kg is not stopped by one pajama wearing skinny dude with a wooden club
and I know chariots were losing in popularity but still this is a game and having VERY expensive flavor units that almos bug out on any object is not very practical
Still, I will take a look at boosting their effectiveness, at least for heavy chariots. For light chariots, I am not sure if we are using them in the same way. I use them quite a lot in my campaign, and they are effective, as long as I choose my targets carefully. You should NOT be able to just run over the enemy with light chariots, that makes no sense. They are skirmisher units that chase down routed units, and charge other skirmisher units. That was the extent of their historical usage. Heavy chariots are another matter, and like I said, I will look into those. But otherwise, if you are not satisfied with the design philosophy here, just use this mod and load one of those chariot mods above this one.
...
That said, I admit that I have primarily been using light/skirmisher chariots (as Tausret), which I am satisfied play correctly if you take into account their intentionally modeled weaknesses here, and only used some heavy chariots in skirmish battles. Once I use the heavy chariots more, I will know if they need adjustments -- however I did set them in Troy, so they shouldn't be far off either.
No, this mod does not remove those AI bonuses for difficulty levels.
I figured out how to do this in my Pharaoh Revised Mod, along with many other (IMO) improvements to the campaign, but obviously that mod isn't to everyone's tastes. I will see about carry over some of the improvements to this one soon.
OK, try the updated mod just now. It should hopefully fix the problem (it seems I may have found a bug in the game - oh well, I can avoid it easy enough).
Out of curiosity, did you edit the armour degradation mechanic at all?
But I will see what I can do there to try to model those strengths and weaknesses.
Happy gaming.
I am still working on the chariots, but I haven't actually done much to them. I worked on the Chariots quite a bit in Troy, and might carry some of that work over, but right now they are basically the same, but fatigue accumulation is adjusted equally across all units.
I might start to work with mass, but definitely also the terrain penalties (to make them more meaningful), so its a trade off between making them strong but also keeping them as a force that isn't too OP compared to everything else. Let's see.