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If you want such a feature, you are welcome to take my mod and change it accordingly, I have no issues with that.
But everything else - maybe it should be moved to a separate mod? The recovery system is very much a matter of taste.
Somehow i can recruit them if I check technology tree but there no limit, it look like the normal recruit mechanic with 11 in local recruitement.
There a possible mod incompatibility?
I thought about the recovery system as well, but nothing in vanilla really fit.
I would have to build another custom feature for that, probably with its own ui as well.
Maybe at some point.
Tho I do have to say this makes faction like the Ogres quite the cake walk, compared to others, since its so hard to actually lose models on your elite units.
Also, could something simulating the recovery after battles system in Med 2 be simulated as well? Maybe something that could be implemented and buffed by the lord's replenishment rate (so replenishement rate isn't as useless as it is now)
But you will not be able to recruit / replenish units for a few turns until the unit pools fill up.
You could set the gain very high for one turn to get started and then reduce it back down to normal levels.
As always when messing with something mid campaign it is advised to make a backup of the save file.
Maybe a submod
Playing around the lack of replenishment is very fun. When fighting away from my recruitment centers, I can still sustain my armies by winning battles with many captives and using the post battle replenishment option. For minor settlements the battles are fun because the garrison mod generates varied and pretty large armies. However, the post battle options for cities don't give any replenishment by default, regardless of captives taken, only sack money. This means conquering territory is a grind, and rewards cheesy armies with heroes and magic and ranged because those assets don't deteriorate. and punishes auto resolving sieges, which are super tedious to play.
My suggestion is adding an option in MCT for all factions to get replenishment from sacking and looting based on captives, same as you get in field battles. That means easier sustainability for conquering armies doing manual settlement fights and the ability to AR sieges safely.
@Nakhthorheb I fixed garrison units not being auto retrainable
For an example, at Mount Squighorn garrison I have a Rank 4 Cannon unit at 25% strength, and two full strength Rank 1 Bolt Throwers. I have available Cannon points in the recruit pool. I also have a T3 Recruitment building for artillery that grants Recruit Rank +2 province wide. Clicking the upgrade button doesn't do anything on either the cannon or the bolt throwers.
I fixed it, was ofc a stupid bug...
This is, literally, perfect! Thank you so much for your amazing work! This and your custom garrison mod solve some of my biggest issues with the game! Amazing work!
Keep up the great work!
P.S: Dose the new system play nicely with new factions, like Araby, etc.?
@Grim no changes to that, the mod is not really intended for factions without standard recruitment
@DudeGuyMan that sounds super weird, you just move a unit to a different army and it gets back full hp?
1. No idea
2. No changes yet, if I start adjusting vanilla stuff it will be a separate mod since it is terrible for compatibility