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报告翻译问题






Happy gaming.
If anyone has other recommendations for gameplay mods that similarly enhance the challenge of the strategy map while remaining lightweight and compatible with custom faction mods, please do lmk!
The idea is that if you are taking over a large empire rapidly without actually governing it well (it isn't well controlled) then you should be suffering for that by waste and inefficiencies. But if you manage to bring control to that large empire, then it should benefit you. It gives you an incentive to do that or live the that waste.
And no, the base game doesn't have enough benefits or penalties for Control, it is why I added it. The entire Control mechanic in the base game is really quite pathetic.
- Are you sure it makes sense that your factionwide research rate should slow down after colonizing new territory?
- I'm pretty sure the base game has different effects for high/low control depending on what race you're playing as. Some effects make more or less sense depending on what race you are. Like for example it makes no sense to have trade bonuses for a faction that doesn't trade.
On the other hand, it might be compatible with SFO and perhaps the Empire just had a bad run. Hard to say for sure.
Have fun.
Sounds like it could be a mod conflict, but then I don't really know what the other mod specifically alters, so that might not be true.
Here's the link to the mod if you'd like to check it out:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3455888536
Let me know if you see any problem with this, cheers!
I just checked, and actually - Kislev factions are totally disconnected from the standard Control mechanics now. This means that this mod will not affect them at all, which I think is good, because they are now using a totally different method for public order (and this makes them unique).
That said, after playing with them more we may find that Devotion might need some small adjustments to make it more challenging, in which case I will integrate it into this mod (because it deals with a different type of, what is essentially, Control). But let's see how it plays for a while first. Who knows, it might be perfect.
You could of course edit your own version of the mod to add in tier4 minor settlement effects, then load that version instead.
I investigated the problem and fixed it just now in a mod update. The problem was, the high elf factions (HEF as they are called in the database) were using Warhammer 2 effect bundles ("wh2" in the database) and they went under the radar when I converted them. Since I made the mod, I haven't yet went back and played any HEFs again, and so I never noticed the issue.
As a side note, yes, all the HEF still have their special unique Control benefits after this change (like higher GDP income for highest Control level), as do the other factions. This mod does not alter any special Control effects, only adds to them.
Thanks again, and have fun.
You are welcome, have fun all.
Most factions have more than this provided by the same buildings, so adding a small bonus amount there will probably help them out enough, without upsetting the faction balance.
Also, in the spirit of Yin/Yang, they provide can provide negative Control when those buildings are damaged or ruined (unlike other factions), which keeps a nice balance there I think (they can have the Control buff as long as the buildings aren't damaged - so damaged provinces can potentially experience a rapid loss of Control). I think that is a cool compromise.
OK, I just checked Cathay, they do have that Wu Xing Compass "Celestial Lake" that grants them more Control (as you probably know), that I imagine is useless in the standard game, and each Astromancer Hero has a Control skill; sometimes you have to put multiple Heroes in a province to buff Control, instead of putting armies everywhere.
But I did look at Cathay's Control buildings and they do seem pretty weak there -- I have to be careful, but this seems to be by design. However, their weak Control is made for a weak WH3 Control mechanism, not for this stronger one, so I will update the mod shortly to add a small bonus to Control for their Main_2,3,4,5 settlements.
(continued...)
I haven't played Cathay that much (I have a little). Some factions are better at Control that others (buildings wise), but every faction has the means to exerting control with Heroes (agents). The idea is that you shouldn't be under threat of revolt, normally, unless enemy armies are raiding, or due to corruption, and so on. The bonuses provided for good Control in this mod are intended to be just that: bonuses, that you obtain if you can manage to maintain high levels of Control.
However, yes, achieving maximum Control is difficult and will require effort, usually Heroes in the province exerting passive control (along with some Ancillaries), technology effects, and definitely Control buildings. Occasionally you might need an policing army to move around and exert Control in vital areas, but you shouldn't need an army everywhere to keep from rioting. There are methods of gaining addition Control all over the place and sometimes you have to get creative.
It might be SFO compatible, unless they too adjust Control there. Best thing to do is try it and see.
As for the AI control levels, no, that is correct. What I have done here is the AI doesn't work completely in reverse, they suffer the same penalties but they suffer between 50-75% of what the player does, depending on the difficulty level (so, rather than them getting benefits, they just suffer less).
Pretty happy with how it is working, but I wonder if there is something inthe Old World Mod that isn't playing well together. I suppose you could put this mod at the top of the loading order and see if that makes any difference. Also, do you have any other mods installed?
I've got line of sight on kostaltyn and his capital is at -99, about to deal with a rebellion.