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报告翻译问题
- How to lower my recources loss from logistics?
I feel this mod is still unbalanced, especially playing as a minor faction.
- corrected Babylon unit sets
Non-agression packs are to improve relations. They won't secure peace with a faction that hates you.
Yes, alliances can only be made with factions that you got decent relations with.
Pop-ups for Agony unique events are coming up as incidents and pop up in two variations:
A- to tell you that e.g. war was declared
B- giving details about this event
AI has no unique player focus but if you are rich in resources and poor in defence, they can focus you (like any other faction).
Agony for Troy has details about mechanics pop up every 100 turns and encyclopedia entries but that is something for when the mod is finished.
@KrnBhoy, AI does not cheat. You can check what units they got ready for recruitment if you hover over those little dots under each settlement banner.
However, after playing for 120 turns.. its a bit unbalanced and "to" hardcore;
- having an non-agression pack with a faction which they brake instantly and their armys assend upon you.
- can't make defensive alliances? is this a threshold thing, where you need it to be +30 or something to be able to?
The lack of pop-ups that are removed in the game, e.g when a faction declares war on you and that you have a rebellion is this disabled manually due to scripts or is this done on purpose?
I think the AI focus a bit to much on focusing the player down.. A bit over the top.
One suggestion would be to have a big pop-up message when starting the campaign giving a brief run down on the mod(this is done in attila or wh3 modders) and tooltips.
But in general an intriguing mod, good work!
It might be hard to see on a small monitor indeed, with the map being so huge and factions being plentiful. But that is also the very reason for having that faction picker, cause the traditional one is unwieldy.
If you hover over he faction emblem, you get most relevant information. The faction leader, the culture (which determines unit makeup) and the pin shows the starting location.
@avVE, for most removed mechanics, there is explanation in the description. Regarding bartering agreements, those have been removed because they can be exploited and in general introduce resources into the economy that just don't exists. You can trade for values over X turns that only exist in the turn where the trade was made, so you multiply them by X. It is not good for a tight economy like in Agony.
However it feels like to many vanilla features have been stripped away for no good reason and it turns into just ending the turn without any actions. Ambitions for generals and characters is completely removed? Bartering in the diplomacy completely removed from diplomacy, i really loved this feature in the vanilla, dont see why it had to be removed? especially when you have 3 new resources to balance between. I get it with the global trade buildings but still it brings you closer to being diplomatic.. instead its just a end turn slog early on.
Explanation on a lot of mechanics and effects seems to be hard to come by.
So far i love the idea of the mod, bringing realism and remove arcady parts of the vanilla game but a light version of the AGONY mod would be really nice.
@Vik, yes, MAC likely uses different vfx files and when loading Agony's from the windows version, crashes.
What you could do is load the entire vanilla MAC vfx folder into a submod, save it as movie type mod file and load it after Agony.
Deleted the creative assembly folder, checked file integrity, cleaned steam cache, did a fresh install, moved the game into other drive. Nothing works :(. Even with no mods downloaded at all, it still crashes to desktop without an error message when I try to start campaign, custom battle or benchmark. Truly bizarre. I've bricked hundreds of saves in other games with mods but never seen a problem like this :(
@S1xes, try to cleanup the App Data folder and used_mods.txt in the Pharaoh root folder.
I'm new to Total War games but this mod seems to be a great way to experience the game.
Outposts
- removed the recruitment toggle
- units will now always have a chance to move from the recruitment pool into your outposts
- towns (non-military outposts) now also allow to exchange units
- towns can still only accomodate tier 1 & 2 units and will reject higher tiers on exchange
- the bastion type military outpost now adds +50 supplies to the region
Marriage
- fixed various issues with marriages, including some crashes
Unit Origin & Migration
- some provinces will offer various special advantages to it's recruited units (including garrison)
- advantages will be carried by the unit, even when migrating across the map
- origin influence will as well be carried by the unit when migrating across the map (if migrating to different cultures)
- migrated units now carry the names of the provinces they migrated from
- migration influence now properly applied for only one turn
- sukhot unit culture changed to proper canaan
I would say for military outposts they are too inferior to other admin wards and buildings that can garrison units. It currently provides a bonus for 15% ammunition to siege battles. what if you consider this bonus being +10% missile ammunition for all ranged units ( in the region) and the + 15% for siege battles, that would make military outposts more desirable.
Once again thank you for taking the time to create this MOD and you're still working on it further with new royal decrees. Awesome Mod.
The AI has a slight base bonus per region to the population limit and gets more starting units in the recruitment pool but after those are used up, will need the same time to gain new units.
Like for the player, units can instantly join armies, once they are added to the recruitment pool. However, the AI can recruit anywhere in their region, not just in settlements (since AI will not always retreat to settlements for recruitment).
It might take a couple turns for equipment to improve. In low gain regions, those buildings aren't as useful.
1) / 5) These buildings are intentionally distinct from another or the growth buildings. Happiness in particular is pretty easy to manage at the moment, but that might change in the near future.
2) I would like that as well. I might look into manual diplomatic offers, as it is usually tricky to make CA AI do what you want consistently.
3) The unit influence only comes from foreign units, otherwise that system would become irrelevant. Your base influence is basically what your units generate and any additional influence will be from other cultures/factions.
6) I will consider giving tin and copper regions/buildings extra garrison units. Exporting Tin and Copper gives large amount of other resources and the diplomatic bonus is only to counter the negative diplomatic impact from extracting tin and copper.
7) You can already choose to increase moral and equipment/supplies after a won battle.
Tin and Copper are rare resources and empires that hold these regions should have better diplomacy ratings as they'd be influential by exporting the riches. Also AI should prioritise and defend these regions more.
7) - Having decisive or close victories while being out numbered should temporarily increase influence and moral as well as demoralise enemy units more.
I recently won a battle where I was almost certain of losing. It took strategy, tactics and determination but I managed to beat the odds and win a close victory against a much bigger army. When I checked moral after the battle, the enemy units seemed to have more moral than mine even though I just overcame the odds. Maybe this was down to having mildly degraded equipment and supplies.
I feel like having 7 units in a province should do more on influence and happiness. After all, there is like 350 men with weapons. Unless there can be a mechanic where the units may even rebel.
4) - Military outpost Information HUD should be revisited
I still don't have a reason to choose a military outpost over any of the others. Its benefits are too weak or not accurate to what a military outpost could provide. It should + more Unit XP per turn for garrisoned units and increase influence. I do see it gives a slightly better chance at rarer units. I have read about the recent update and migrating units.
5) - Leisure District should increase population growth
When there's gatherings, there's for sure more sex going on.
1) - Market places should provide Happiness
Who doesn't love a market place, especially during the period of time the game is set.
2) - AI approaching the player with offers of allegiance. Making offers depending on circumstances to the player, offering defensive/ Military alliance or even non aggression pact for an appropriate exchange.
I feel as though it is always me reaching out to others, I've never been offered a defensive or military allegiance when a neighbouring friendly faction is getting destroyed right next to me.
@Captain, try to disable unlimited memory usage. There is an issue with encamped battlefields, likely due to the siege towers. If disabling unlimited memory usage does not help, zooming not too much in during the battle might avoid crashes.
I'm getting frequent crashes during battles when in encamped stance, any ideas why?
"Ok! So i played the campaign 5 times and was great pretty much saw everything"
New Mod drops..
"Aww sheet. Here we go again!"