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I have certainly learned a lot here, and greatly improved it in Dynasties.
Thanks! I missed your reply earlier, Steam apparently didn't notify me of it at the time.
Sorry about missing comment, Steam hasn't been notifying me of posts on my mods lately! Ughh.
Thanks for the compliment, yes I certainly do plan on maintaining this mod with the map extension/expansion that is in the works.
Also, I played one campaign to full completion (spoiler: surviving the Sea People's last wave), and the campaign continued fine after that, with just the remaining factions attacking each other.
Regarding the script change: all I did in the script is adjust turn numbers for Sea People spawns. Maybe you either altered something, or there is some kind of conflict with another mod.
By playing with your mod + mine that I revisited and customized for my own campaigns. I noticed that the AI very quickly becomes passive and does absolutely nothing.
At first I thought the problem was on my side or CA.
But by doing the test by removing your mod and testing over 50 laps with just my mod. The problem absolutely no longer exists.
Like other mods, whether DEI, Agony, Duke damned nations, etc.
A script or linked element on the CAI tables can absolutely break the behavior of the AI.
Example the mod which puts the caravan mechanic for other factions in WH3 absolutely breaks the entire behavior of the AI making it passive.
I think the script you put for the sea people invasion mechanic breaks the AI behavior (vanilla or mod doesn't matter)
As for the bow angle, I use a more realistic 45 degrees for regular bows, and 55 degrees for longbows, and more realistic velocity too. This is intentional. Yes, it does mean that arrows can no longer be shot straight up into the air (it was a totally unrealistic 88 degrees before!), because my peeve is that you end up with ridiculous situations in standard game of archer unit standing right behind the front line able to gently loft arrows over the friendly unit onto the enemy on the other side. So, this has been prevented, and intentionally now bow units have to be further (about max range) to pull off any high angle attack. I may slightly raise this angle over time, but it is pretty close to where it should be.
Besides, I don't know if you touch this element, unlike in other total wars, archers can no longer shoot bells over walls in siege battles?
Is this realistic? If this is not the case, it would be worth increasing the draw angle so that it can go into a bell shape.
it would change siege combat strategies
...and another issue is that just about all higher tier infantry units are heavily armored in this period (against bronze tipped javelins and arrows, keep in mind). So ranged units should mostly concentrate on softer targets. But for the most part now, with this change, the base accuracy for all ranged units have increased (especially for slings and arrows) and now arrows shouldn't be flying wildly all over the sky in all directions anymore.
I am constantly tweaking this area because it is so tricky to get "just right". It may not be completely there yet after this change, but it is probably much closer to where it needs to be. I just have to also keep an eye on high experienced tier 5 ranged units becoming like death rays. It's a tricky compromise between all the elements.
It should be a lot better now, but its a tricky situation. The ranged units are tiered units (tier 1 to 5). The highest tier are deadly, and the lowest tier have to sort of be just skirmishing units that wear down HP, cause morale loss, and not really get a lot of kills. The high tier ranged units are the killers. Additionally keep in mind that there are a lot of variables at play for lesser accuracy in Pharaoh Revised Mod, such as weather, high fatigue, low or no experience level. Also there are some techs to boost accuracy too.
But elite archer units using all their ammunition by shooting in the back and causing 50 casualties at the end of the battle, I think that's too little.
I'm not even talking about low cost units haha
It goes perfectly with my AI mod
Maybe at some point, once I get it to a final state I might make a "lite" version. But in the mean time, I am making adjustments and am trying to create it as a complete revised experience.
The campaign changes seem interesting but it disrupts balance of the unit rebalance I'm using no matter where I put it in load order, it just reverts the missile units damage and range. Similar with things like fatigue, unit speeds etc.
I have been working for weeks on trying to improve the Legitimacy aspect of the game when it comes to good and poor governance of provinces, which I feel should be stressed more in the game (since good governance should be difficult and rewarded, and bad governance should be more severely punished).
I nearly have things where they need to be. Any ongoing campaigns won't be changed much, but once I update it you might notice a difference in your Legitimacy income rate. This is normal, and is addressed by getting your Influence higher in provinces where influence is low. The highest influence will also provide a Legitimacy income (albeit small, but steady). I feel like this is a huge improvement over what I did before (I had the Battle Influence Decay get higher with bad governance, and you simply got 1 Legitimacy Point when a province reached max, rather than a steady trickle income). So anyway, this is just a heads up to that improvement.
...this issue with replenishment might be what you were describing previously. Hopefully CA will fix this in another patch, otherwise best to use DEFAULT for player and AI replenishment in Campaign Customization settings (if you are still playing with this mod).
(I just started a Suppiluliuma campaign and am fine tuning it.)
I have recently returned back to this game, having been working on other game mods for the past months. When I resumed my campaign I see that the Patch 1.1.0 seems to have broken UNIT REPLENISHMENT, to where any setting of LOW apparently denies replenishment at all, period.
I recommend changing your Campaign Customization settings (you can change this in a campaign in progress) for replenishment for the player and AI from LOW to DEFAULT until they fix this problem. I will change the description accordingly.
I spent some hours and heavily reworked chariots now. The problem is, in the recent Pharaoh patch the chariot behavior greatly changed from what they originally were, and what the mod originally changed them to be. After that patch, the chariots were getting stuck into units like glue, and so a revision was in order.
I think everyone will like them - they are effective, but still retain their real-world flaws, weaknesses and vulnerabilities. See the change notes for more info.
Yes, it is by no means easy - but now it is just as challenging and do-able as the Egyptian factions start positions at least. You would have to garrison some units, while building up the city to prepare better. Then launch the offensive, a little at time. Building a single good army is challenging. Certainly it is not possible to attack out right away as much. The mod causes you to have to really take your time to evaluate the turn and make the best decisions, to squeeze out as much as you can in resources. Of course not everyone likes that, but I think the challenge here in the Bronze Age should be good governance.
But with that said, at some point I will play my Suppi campaign and I am sure I will make some fine tunes. Have fun!
Edit : quickly launch the game to see the changes, +1000 food seems on royal decrees seems OK but it will take 2 turns with your recommended settings, not one (just saying).
Now I wonder how my starting army, even by upgrading the starting food buildings (given the upkeep, an upgrade should not even cover the maintenance costs of a single additional unit) let's say 7-8 units , will be able to take an enemy capital with a "simple" garrison (no army) of 15 units or more...
Actually, I just updated the mod to v3.7. In this version, I have added some extra food to the starting technology (decrees) of the Hittites, and it only takes one turn to get it. This makes sense to me, because they need that boost to maintain their larger (compared to other factions) starting army. The added food intentionally does not cover all the necessary food upkeep, but it covers most of it, and it is assumed that the player will build structures and manage their army accordingly to account for the remaining upkeep (I want to keep it a challenge).
It also adds, to a lesser extent, some bonus food for the Sea People's unique technologies for the same reason, but spreads them out in smaller parts.
I think this will work well, but you should use the suggested Campaign Customization settings or else the extra food might make it too easy if the upkeep is low.
But I am aware of their immediately high upkeep costs (because they start with a good army). I will look into that and I think the easiest solution would be to grant them extra food for their first technology, just to maintain their army. I will look into that.
Consequently, from the 2nd turn, having successfully eliminated the Gasga invaders previously and just taken the region to the north (gold region) from the neighboring faction, obligation to dissolve half of the army so as not to have a shortage of food...
Now, an "army" of 4-5 units will not be able to compete with the AI which has extremely advantageous recruitment and upkeep costs (veteran difficulty)... maybe should you recommend in to lower upkeep cost a bit for player OR increase the AI one.
Sorry for my english, I'm french.
Have fun!
No, I don't have a Github account yet, but maybe one day. Just as soon as I finish with a mod in another TW game, I will be back here tweaking it again, though.
Happy gaming!
Anyway, thanks for the great mod and the continued work you do on it.
But really how it works is, there is a sort of standard fatigue applied to things like "shooting", "combat" (melee), "charging" and "running" and chariots get a modified fatigue accumulation. Light chariots have a lower fatigue accumulation mod than foot units, so they can do a lot more, while medium is essentially the same (but slightly lower still) as foot units fatigue accumulation, and heavy is higher than foot unit fatigue accumulation. So its basically just the modifier values that can be adjusted, which I haven't really changed much, as they are fairly reasonable rates (like 0.75 to 1.25 range).
So what probably happened is, you might have been fighting in sweltering weather which causes all units to fatigue faster.
Either way, no worries, I will be refining this stuff over time. I may adjust them a little, who knows. I will keep it in mind.
...continued...
So yeah, having said all this I’m beginning to realize it’s 100% on me for not understanding how to use them the way they were designed rather than the mod lol. I’d say leave them the way they are as it’s a good balance if used properly and I’ll just be more mindful of how I utilize them in the future. Sorry for the misunderstanding.
Anyway, regarding the chariots, which types are you referring to (light, medium, heavy)? Also, the weather plays a huge role there (whether it is sweltering, or sandstorm of course). So, I am assuming you are referring to clear weather? I could certainly adjust it a bit, but I also do what the heavy chariots to get tired to keep them from free-wheeling all over the battlefield. But then again, it is a work in progress at the moment (my faction I played had nothing but light and medium chariots - at times I had to rest them for a few minutes, but it *seemed* OK to realistically limit them from constant charges).
But I will of course refine this over time, just wondering the details.
Btw if you're looking for feedback on the mod, I've noticed that the stamina for chariots seems a bit unbalanced. They tend to go from fresh to exhausted after only one or two charges so I'm either using them in an exhausted state or save them for a single charge at a key point in the battle. I'm not sure if that was intended or not.
Good luck in your campaign!
But right now I took a temporary pause because I was improving something on one of my Warhammer 3 mods, and while I was there I was trying to finish a campaign I have been playing for some 200 turns now. Looks like that might be almost done, and then I will likely return back to here.
Hmm, I missed your comment, sorry. I never really tried to remove stances, so I wouldn't really know where to start.
OK, I made that 2D highlighting available in a separate mod, just search the Workshop for...
"Better 2D Unit Card Highlighting"