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报告翻译问题






Skaven, Warhammer/wesnoth sprite crossover, adventure guild were less intensive :)
Summary of the mod
Slow to start but gets traction. If playing without the specialists mod (which lets you construct vanilla sites), they will struggle in agriculture and ealier due to their dependence on ports and villages+. This class uses a big tech tree so to speak.
Not having regular recruitments (only very expensive mercenaries) and the complexity in general gives the AI a hard time playing this class.
I would like the Eunuchs and ceremonial masters to be easier to tell apart from each other.
You may also be seeing some other fun CoE stuff in the nebulous future...
The unfinished descriptions will all be added in the next patch soon, I haven't quite had time to work on it and it will be a save-breaking update, but it should be done sometime this coming week.
Perhaps you could make the lesser celestial summons available as soon as you uncover an ancient tomb or reach a certain tribute level? I don't think it'd be too against the lore since you get to start with a celestial unit if you pick the gardener starting option.
I actually agree that there should be access to the weaker celestial units a bit earlier in the game - the celestial stuff in general is just there as bonus though, unless you're playing on extremely high difficulty or a particularly large map it's just bonus end game content, kind of like exploring planes in vanilla.
@Maybe JFK's - good catch, thanks. I'll have that fixed in the update which should be going up tomorrow.
Unlike the Ancestral Tombs the Imperial Tomb never runs out of Terracotta units, which can to an extent also be recruited there.
There is a Tribute Counter, this counter is increased by 1 every time you send tribute.
What the counter is currently at determines the 'Tribute Level'.
Level 1 is 0
Level 2 is 1-5
Level 3 is 6-10
etc...
As you are increasing the tribute counter the counter is also degrading, so even though it only takes 5 to get from 2 to 3 it may actually require more than 5 in reality, depending on how much it is currently degrading [which can't really be calculated because it can vary so much circumstantially].
Additionally every Imperial Port and Terracotta Emperor player on the map increases the amount it decays it each year.
The amount of tribute to reach each level increases significantly after around level 6 however, so it can sometimes feel like you should be getting a level when you're not.
It is not actually overly difficult to reach 8+ it can just sometimes take a little while, often people complain it is too easy to maintain 15 so just keep at it, you'll get there.
I tried one year doing constant resource tributes for about 6 turns until right before the first summer turn. With my two Eunuchs doing tributes at the fastest possible rate that should be 18 tribute levels, but i see it was 6 when i got the message that first turn of summer. And this is with a moderate amount of tributes before that too.
Next i tried to get to level 8 in one turn by having the scion do the two establish silk road and colonial port rituals in one turn while one of my eunuchs did three relic tributes. All in one turn. The last turn of spring. Next turn my tribute level is 7 in the messages and i still cant look for ancestral tombs.
So, if possible, let me know how that all works.
The only oddity to mention is having a starting settlement be inland, but having ships show up there each year. The idea of your citizens hauling a fleet of ships onto land and carrying them to your capital yearly is very funny to me.
I've had a couple spawns where eventually I couldn't reach the base 7 nodes required for tomb ritual because of desert and spawning in the south
@whobe It is intentional that they can't be placed on deserts, you'll have to work around them.
I'm getting a bit more into Dom modding and in my opinion, not much would translate well to it from these coe style classes. Dom modding, so far as I can tell, has a much larger number of things it can do as a base, but what you can actually do with those things is a lot more limited and a bit more clunky. CoE modding feels much more flexible - even just simple things like having ritual limiters such as hundreds of terrains to specify it to compared to the like 10 in dom or being able to have up to 3 different resource costs for a ritual allows for greater nuance in design; inversible event triggers is another big one - Dom is lacking in a lot of these kinds of ways. CoE classes also have a level of progression mechanics inherent to them that don't suit Dom quite as well.
But I am actively at work trying to make some interesting Dom6 nations so we'll see just how interesting I can manage to make them.
Thought it would just be a simple port/sprite flip like so many others... man was I surprised
The spawn chance for the Celestial Dragons from Mandate of Heaven is 1 40% chance followed by 1 15% chance every turn. Statistically improbable but I suppose possible that you wouldn't get one for in 10 turns.
Your last suggestion is actually already kind of in the mod - the eunuchs can place a Conscription Officer in specific locations, which reduces the gold income of the settlement to 0 and begins spawning light infantry/archers.
Tribute Level determines the amount of yearly reinforcements you receive - you get them every year in summer on the turn where it tells you the current Tribute Level. Random volunteers/explorers become somewhat more frequent the higher it is as well.
If you have no eunuch/scion alive you will eventually get a eunuch from a random event - the chance is fairly small though so you may wait a long while.
So only with time, good tribute and rich support from imperial court, you can actually build here effective administrative machine with Tien Chi characteristics.
Could probably also make possible to appoint captains as a military government in big settlements, so they will remove all income from there and become stationary, but will produce a bit of Tien Chi units. Not really effective and just as alternative, and temporary measure.
I know that this all is actually way more hard and time consuming to design and make, so I just speak what I would like to see in general details] Mod is already great and very enjoyable.
Because I feel like this version of Tien Chi is based on late dynasties like Great Ming, which was very notorious for complex administrative system.
Could probably also make for example so governor can only be appointed on big distance from other ones, to create flavor of big chinese prefectures. And also to tie into existing mechanic, for all administrative positions would be needed a scholars, who is obviously should be brought from empire. As Elysium does not prepare confucian scholars]}]
The main things I feel lack so far, is that there is very much too little of instructions and descriptions, I mostly don't understand how many things work yet. And for example, that I can't keep track of tribute level. Maybe you could at least add some kind of divination ritual to see the tribute level, hah?
I also do not really understand what exactly they do, and how getting new expedition really work, but I did not been able to go into real middle-late game yet.
Also, I can't find how to replace the eunuch. Especially when scion is dead.
I've tested a couple of them just now and they worked for me. For Conquer & Claim to cast the ritual you have to have the scion standing in a square of the associated terrain (although honestly upon reflection I might want to remove that requirement); Establish can be cast anywhere. They're working for me but if its not for you I'll need to look into it, perhaps specific ones are broken.
A note:
Many of the Scion's "Objective" rituals do not seem to work. Even while fulfilling the requirements, personally, I have been unable to use them. I have observed this with the Ancient Forest, Desert Palace, and Silver Mine objectives. I have been able to successfully use the Trade Node and Imperial Port Objectives. (Now that I am writing this, it is clear to me that all the non-working objectives seem to be Claim and Conquer objectives, while the Establish objectives seem to be working properly).
You can recruit ballistas from Great Wall Gates.
@LawDog I haven't tried it on any custom maps so afraid I can't help there.