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6. Finally the strangest issue I recently realised. The complete inusability of "Military Strategy: Lease Mercenary Contracts". Why would I ever wanted to inflict on my lands 10 turns of desertion attrition? This probably best be redone with something sensible.
Overall keep up the great work!
2. Mercenary Warfare build line has some bonus experience on it that seems to be doing nothing. I recommend setting the scope on it to "all characters in the province" for actual value.
3. Not sure nerfing the loltank was neccesary: I'm struggling to find reasons to ever field it in SFO- along with the Paymaster Chest Wagon both are performing far below than expected. The wagon is never in range to unload it's guns and overall squishy unit while the loltank is slow easy target that never fires all his guns unless completely surrounded and in serious jeopardy already. I suggest adding some contact effects on their shots (staggering shot or something else nasty) or something.
4. Legacy hiring is still an issue for Artillery build line for the subfactions (please check if all units availability are correctly carried over to tier5).
Fixed the unit cap issue
@stimbl4
Fixed the armor issue.
I wanted to thank you for giving me a real good time before I started working on another campaign.
I *did* notice a bug where I appeared to have, as border princes, no capacity for Maneaters (ironfists) - it didn't really affect my playthrough because why bring ironfists in an army that could have ogre pistols instead
@Paranoidhawklet I almost forgot one more thing - please add some extra effects for East Ind Company Spices resource building (as per description), it has extra growth and money in parent mod but you can do something else.
6. Armorer's guild could have +5 armor all armies factionwide, because it's a very rare location to have Iron in the capital region (for tier4 building).
7. Cooperative Latifundiua could have it's +70 growth replaced with +10 or so growth for all provinces, since you no longer need local growth at tier5.
1. Shieldbearers, Noble Retinue and Knights Encarmine are requiring Smithies building, unlike any SFO units.
2. Deepwatch and Fortified Acropolis landmarks still need "Hidden armies will be visible" feature.
3. It would be nice to have camps provide more caps to units, even as simple as main tier5 building giving +1 to all Southern Realms units.
4. Borgio The Besieger in main mod now has only 1 unit of Breganza's Besiegers at the start and he has his personal trait giving +1 cap for the unit, meaning he can hire second after unlocking and rehire them later.
Republican Guard and Blackwatch have 13,800 HP with this mod...
Maybe they need a little boost but I think you're having some other issue.
Maybe a better solution would be adding Montantes to a universal structure/camp structure between all subfactions, but it's ok anyway.
More troublesome is an issue with TEB allied recruitment being capped at 0 for respective SFO units, so you can't go 4 elite ally units. So far I've been cutoff from dwarf, empire and bretonnia units, I reckon same is true for all other designated allies. Is it possible to untie those factions from TEB subfactions, at least ones that are not cooperation intended (like Tilea-Bretonnia) or maybe apply some forced caps?
Fixed most of these.
For your final one it would require me to either make new buildings or make a new unit afaik.
7. Allied outposts have weird tooltip - you have 3 units at t1 and 1 unit at t3, should be opposite of that.
8. The Survivors lord's skill grants 1% ammunition per unit rank - 9% extra ammunition for elite units is too little with huge SFO health pools, should be at least 2%.
Finally I'd like to ask for all mod factions getting access to Montante Swordsmen at tier5 capital (just 1 unit cap). Those guys are too good to not have, especially with Master Duellist hero in the army.
1. Charge bonus on all units needs to be bigger than 5 (empire has only archers and artillery with 5), add extra charge to all units except pavise shields and militia archers.
2. RoR unit Bronzino's Galloper Guns has weaker damage than regular units.
3. Pirazzo's Lost Legion (Detachment) summoned subunit needs to have more ammunition - 26 to match the regular crossbowmen. Also please include them into the Militia Reforms, Dwarfen Allies and Weaponized Fireworks techs.
4. Mengil Manhide's Manflayers should have SFO skill "No Mercy" instead of "Southern Tenacity" (They are twisted Dark Elf butchers not southern residents).
5. Swashbucklers units are too expensive for what they do (poking enemies with their debuff) - they lose melee vs better fighters and lose shootout vs better shooters.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?edit=true&id=3585460536
Cap on Handgunners removed.
Royal Guard Should have a cap but are able to be recruited
That is my next major plan for the mod yes. unique techs for each faction both for their new units and original stuff.
Agreed.
Power creep is insane in Total Warhammer 3 at this point. So I'm trying to find new places to give buffs.
I'm still working out getting the factions feeling right, the next step is a tech overhaul.
A good exemple is the massive difference between imperial taxation commandment which gives +20% income and -2 public order.
The TEB version is +5% income for -6 public order, which is terrible.
Their techs take ages to complete and aren't that good, the lord skill trees are underwhelming and their units are sligthly better than the Empire, at the cost of losing the ranged strenght of the empire.
I played TEB so much than it was probably in my top 3 most played factions in TW1, but now they are just weak and never kept up with the power creep.
I would go further and keep up rebalance by buffing TEB factions more, playing TEB after having played the empire is tough.
The 'Marienburg' Landship is just a Landship in TWW3, just as Marienburg is a different culture from the Empire and competes with them however the Empire has access to the Landship.
As it stands the southern realms completely lack tier 5 units which feels a bit strange, but that's partly due to the power creep of the Total Warhammer series.
What exactly needs updating?
7. Several landmarks from original mod are totally void of garrison units. Ones I found so far: Luccini's "Fortified Acropolis" this one overrides basic garrison build, gives walls and should have good units inside, Tobaro's "Deepwatch", same deal here - overrides basic build needs ratfighter units. Both of the above also need to include hidden detection and discoverability bonus (because we can't get it elsewhere). Scavenblight's main building is special case with name of New Tylos and no units at all.
1. There is a problem with arty building - tier 5 Grand Foundry locks out Great Cannons and Mortars from recruitment for Tilea.
2. New cannons added in mod need +100% damage vs buildings, like regular SFO guns for serious business besieging!
3. Original mod has changed Borgio's faction, now he can only deploy 2 Braganza's Besiegers. I think the submod is safe to adopt this now, since no more insanity unleashed.
4. Minor town settlements are but defenceless. While the capital works with 15 units at tier 5 and extra few from various building and no units in garrison building, minor towns are pretty much free cheese with 13 units in main tier 3 and not enough slots to add anything substantial. I recommend putting 1/2/3 top units on garrison structure per tier.
5. Reign of Terror building +3 all units cap doesn't affect Golden Lions.
Somehow I accidentally made the unit ids for spawning the merc units the unit ids used in Kraka Drak.
@Stimbl4
Did some of these.
Now I'm intrigued. Let me look into this.
I’ve checked the integrity of the game files in Steam; I’ve always used WH3 mod manager; I’ve unsubscribed and resubscribed to the mods hundreds of times; I’ve changed and reset the mod settings available in the WH3 mod manager launcher — and after all that, for some reason, the Kraka-Drak runic units just don’t show up in the recruitment pool when I enable your submod.
Do you have any idea what this could be related to, and is there anything else I could try to fix the issue?
proof
https://images.steamusercontent.com/ugc/11896541024375057909/12ACF496B27C5115692A178B8D9130FA530002D7/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false