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Here is the reworked and improved mod for Pharaoh Dynasties
Are you saying that even without mods, the AI does not declare any war ?
I thought it was due to yours, so I deactivated it, but i'm still stuck with this issue it seems.
I will try to post it on CA forum, perhaps adding option to turn off other invaders, same like sea people, could be easy solution. Hope so it is still supported.
Unlike all the other Total War games where I have no problem setting the AI to its war declarations.
The only thing where I have an impact is to make the AI more or less declare war on the player.
Something seems to be stuck in the hardcoding.
CA needs to do something about it.
Last solution remains a mod with a script which creates a dice rolling system to force a declaration of war
I wonder if there is hard condition that checks if faction is in war -> no more wars declared, no matter strenght and opportunities. It seems there is no difference if faction is in war with 1 invader or 4, it efficiently prevents faction from declaring new wars.
The trick would be changing diplomatic relations with invaders, for example libyans is no more in default war with Hittites so they would have more windows to declare wars when they dealt with own invaders. I don't know if it is possible to set all invaders as neutral so they would act as other factions
But in reality you are talking about diplomacy.
Yes, it's true that AI does not declare war enough beforehand.
I corrected this on the last update.
If it's still not enough I'll increase it again
About the turning off sea people -> it's only reduce the amount of invaders, still we have libyans, phrygians and kaskians which are present on map and all factions have wars with them so they are not willing new wars. From my observation faction will proceed as intented in your mod only when amount of present wars is 0 for faction. On my ramsess campaing turn 160 - libyan,phrygians etc gone and Tausret started the crusade to Libya, Nubt fight with Amenmess and Bay attacked the Hittites from sea - that was great. Now I have Tausret campaign, 88 turn, no libyan, phrygians, only scripted sea people and ai is passive, focused on sea people. On the other hand, despite no wars declaring, I see that Khen-Min creates military coalition with former vassals of Mennefer, it was not present before.
-Slight increase in declarations of war (once again)
But for the moment I thought that the problem came from the Pharaoh Revised mod made by Volcano, which adds a script related to the sea peoples, I have doubts about the fact that it causes problems on the AI.
But you tell me when completely disabling the invasions of the sea peoples, the AI works perfectly?
-Increased the probability that the AI will declare war on a faction with which it has negative relations.
-Increased the distance penalty for war declarations (So that there are fewer factions declaring war on the other side of the world on another faction, when they could focus on a closer faction )
-Increased the possibility of making a peace treaty if the faction is far away.
Final correction of the AI which remained passive from the mid game.
-the AI will be much more aggressive.
-the AI will no longer remain blocked or inactive.
-The AI will no longer be reluctant to attack a colony when it has a large superiority in strength.
-The AI will be constantly active as long as it is at war.
-Increase in declarations of war
-Removal of the penalty placed by CA on the distance of war declarations preventing the Hittites from declaring at a distance from the Egyptians.
-Increased possibility of making treaties with related factions (best friend, very friendly and friendly).
-Slight reduction in great power penalties.
-Correction on the choice of unit recruitment (variety or quality etc.).
-Increase in penalties between different cultures.
Normally the problem has just been corrected.
I also tweaked some values and details.
I am waiting for your feedback to know if everything is working correctly on your side.
I don't know if that's relevant at all, but hope it helps!
At least that was my experience.
In vanilla campaign without this mod in about 130 turns no faction declared war on me. With this mod on and new Tausret campaign, everything is the same, Ramesess didn't expand, nobody did except Merneptah' faction in the first 20 turns.
Can anyone confirm if this mod is 100% working ?
I will report back after testing in vanilla.
If you deactivate my mod, Seti becomes active?
Also do not expand