全面战争:战锤3

全面战争:战锤3

Hecleas Grand Strategy
415 条留言
vargasguerrero113 13 分钟以前 
ido not know wtf u did yesterday but there is no more visual bug, congrats dude for this good mod
flecha 6 小时以前 
nice update
sarumanthecursed 10 小时以前 
Sorry hecleas, that you have to put up with these moronic assholes. I would not even reply
Hecleas  [作者] 10 小时以前 
@vargasguerrero113 My message wasn't impolite; I was just saying that your help would be welcome if you were motivated to find the source of the problem, nothing more, nothing less.
And sorry if I don't use smileys to show whether I'm happy or not...
And FYI, you know that on October 28th, 29th, 30th, 31st, and now November 1st, you're reminding me about the 2D visual bug on the campaign map.
Don't you think that's a bit excessive, or is this normal behavior for you? Sorry if the bug is still there, and I'm the first to be frustrated because I'm a perfectionist.
vargasguerrero113 10 小时以前 
bro syop being rude im just reporting a fucking bug mate. i do not know about programming and im just insisting because you said you attempted to resolve the problem but it is still there
True Narrative 11 小时以前 
I figured it out

break_off_ignore_collision_time at value "1" breaks foot lords.


break_off_ignore_collision_time 0.0000 fixes them.
True Narrative 13 小时以前 
Do you have discord by chance? I can steam it for you?
Hecleas  [作者] 13 小时以前 
@True Narrative I've emphasized matched combat in kv_rules.
If both units try to "connect" for their matched combat, the activity might be special, but I've made sure that the units don't prevent themselves from attacking rather than just watching the enemy unit perform matched combat with the other unit.
I don't know if this addresses your issue.
True Narrative 13 小时以前 
So I removed all KV rules, I think its one of them
Hecleas  [作者] 13 小时以前 
@vargasguerrero113 I don't know where the problem comes from, if you're brave enough, you can try deleting the scripts one by one with the "RPFM" tool, if deleting one of them solves the problem, then I'll know what needs to be fixed.
True Narrative 14 小时以前 
I think its the animations as I remember quite a bit ago when I tried the matched combat animations it was making Grimgor have a seizure. I'm a bit unsure as to how this happens or why but I believe this is it
vargasguerrero113 14 小时以前 
i do not want to insist with this question but does anyone knows how to fix the portrait and campaign visual bug of lords and heroes, i do not know how
True Narrative 14 小时以前 
its actually happening for multiple lords, apologies. I dont know how to edit this in RPFM as i only create graphical mods.
True Narrative 14 小时以前 
An issue Ive come up with is foot lords are unable to attack a lord if even a few infantry are around. Say grimgors attack animation, the leaping one makes him quite useless as he leaps into the frey. making him unable to attack at all. Ive tested it in multiple different set ups.

The only way he is actually able to fight is 1v1.
Hecleas  [作者] 15 小时以前 
Update:

🔥 Warriors of Chaos — Local Recruitment Added
Core Chaos units can now be recruited locally, not just through global mustering.
This change lets Chaos factions replenish and expand faster, making their campaigns more fluid and competitive.
They can now rival other factions on equal terms, keeping the pace of war without breaking immersion.
➡️ Result: The Warriors of Chaos finally fight as they should — relentless, adaptive, and ever-advancing.
dsa.yer 15 小时以前 
@vargasguerrero113 Auto-battle calculation or a good army with armor-piercing melee damage. Especially with the Hecleas mod, it will take 100 turns for Scarbrand to become strong. And you can always weaken him in the mod using the Mod configuration tools.
But we don't have any problems with any lord in online games. All enemy lords die like flies.
But this is just my suggestion, and it's up to Hecleas to decide whether to add it to the mod or not.
Everyone has their own opinion about the game, and I've just expressed mine. Thank you.
vargasguerrero113 15 小时以前 
@dsa.yer how the fuck are we supposed to kill a skarbrand without being able to shoot him xd
dsa.yer 16 小时以前 
Hello Hecleas. Since the ii in the game is weak. In the game, we need to experience true pain, and every turn is on the verge of death. I have two interesting ideas for your mod.
1. Make it so that enemy lords automatically have their red development tree fully filled at the first level when they are hired, or give them a few points per level so that they can fill all their character trees. This is because the ii usually focuses on skills that are not very useful for lords. This will make the ii a little more dangerous and interesting.
2. Make the enemy lords invulnerable to all long-range weapons and artillery. This is because when playing on your own, the player tends to kill the enemy lord as quickly as possible with long-range attacks or spells, and only then switch to the rest of the army.
All the best to you.
Jimmy 21 小时以前 
Damn i really liked the early immortality. combined with the 20 turn wound timer it felt punishing if you lost them, but still nice to not lose any progress
MefedronLover 23 小时以前 
Great mod! Having a lot of fun playing it. As for balance, maybe make the Dwarfs a little bit faster on the campaign map — they feel a bit too slow right now.
Hecleas  [作者] 11 月 1 日 上午 1:12 
@Alexander Pistoletov Unsubscribe and resubscribe, or quit Steam and restart it. Your mod update hasn't finished.
Alexander Pistoletov 11 月 1 日 上午 1:02 
Chaos Dwarf rush construction still requires gold instead of labours after update in my save, maybe it needs new game?
Hashut-Zwerg-Chaos 11 月 1 日 上午 12:53 
Hello @Hecleas. Yes, it's a great idea. If it doesn't involve the standard "snowball" approach, this is a wonderful rebalance. It will allow both the Player and the AI ​​to paint the map less quickly and efficiently. And yes, thank you for your earlier response. Good luck and all the best to you and everyone who helps with this mod. :praisesun:
Hecleas  [作者] 11 月 1 日 上午 12:18 
Update:
💀 Immortality Rebalance

Immortality has been restored to its vanilla value — Level 20.
No more early unkillable lords: characters must now earn their survival through true campaign progress.
Heroes and lords feel mortal again until they reach that milestone.

➡️ Result: progression regains weight — immortality becomes a reward, not a given.
Hecleas  [作者] 11 月 1 日 上午 12:17 
🧱 Rush Construction
Now available for all factions.
Build instantly by paying resources: 💰 Gold (all), 🩸 Slaves (Dark Elves), ☣️ Infections (Nurgle), ⚒️ Labour (Chaos Dwarfs).
Each skipped turn costs 1000 gold (ex: 4 turns = 4000).
➡️ Result: faster growth, but at a real economic price.

📈 Level Progression Rebalance

Experience requirements have been increased for all characters.
Leveling is now slower and more deliberate — heroes and lords must fight, win, and survive to truly grow.
Progression follows the rhythm of the campaign instead of racing ahead of it.

➡️ Result: steadier growth, meaningful milestones, and a stronger sense of achievement.
sarumanthecursed 10 月 31 日 下午 2:10 
@jimmy I would be happy with either, just hate when something becomes useless. Whichever is easier
Alexander Pistoletov 10 月 31 日 下午 12:32 
Chaos Dwarfs rush construction also costs gold instead of labourers now, is it intended?
Jimmy 10 月 31 日 上午 11:34 
Countersuggestion : remove the items that grant immortality and keep this great mod feature
sarumanthecursed 10 月 31 日 上午 11:19 
I am glad for the reinstatement. But please remove the automatic immortality from Lords and heroes. Makes items that grant immortality and other effects useless.
Hecleas  [作者] 10 月 31 日 上午 9:21 
@Jimmy Last night I implemented a new mechanic, but I shouldn't have applied it to the dark elves. Thanks for your feedback.
Hecleas  [作者] 10 月 31 日 上午 9:20 
@Hashut-Zwerg-Chaos I took the liberty of reinstating the defeat traits because I've reduced all the bonuses provided by items, skills, banners, etc. So, ultimately, power creep is significantly less prevalent. Regarding global recruitment, I need to rework all aspects of buildings, technology, skills, etc., that offer improvements in this area. Therefore, instead of banning it entirely, I thought I'd reinstate it but with a substantial base penalty (much harder recruitment duration and capacity) to force players to continue using local recruitment. What do you think? (Both theoretically and practically in-game)
Jimmy 10 月 31 日 上午 6:17 
Idk if its this mod or what but last night I was playing a dark elf campaign just fine, and now all of a sudden rushing construction costs gold instead of slaves
Hashut-Zwerg-Chaos 10 月 31 日 上午 5:51 
And now he's appeared, general recruitment... it allows for fighting through a series of perks, talents, and technologies, turning the game into a snowball again. Regarding wars that can throw the AI ​​with a negative attitude towards you, please DO NOT TOUCH! This at least somehow dilutes the tedious routine of the game. Because there is a risk of unexpected fronts. In general, I ask... I beg you not to listen to casual advice. I loved this mod with all my heart from the moment it was initially released... and it pains me to see how it increasingly devolves into simple vanilla... Sincerely, your fan.
Hashut-Zwerg-Chaos 10 月 31 日 上午 5:51 
Greetings @Hecleas, I like the mod, but I don't like the trend of weakening many aspects. I haven't been able to play since last week due to being too busy... and then I logged into the game with this mod and was disappointed that the game is once again becoming casual and close to the CA vanilla. Personally, I liked the idea of ​​not getting traits for defeating a lord because the temptation to search for the right lord was gone.
Hecleas  [作者] 10 月 31 日 上午 1:57 
Update: I will publish the details of the update later today.
jmkelsea 10 月 30 日 下午 10:57 
I am trying this mod with Elspeth and enjoying the challenge so far. Please keep up the good work supporting & tweaking the mod. Thanks.
Hecleas  [作者] 10 月 30 日 下午 8:10 
@VIEVIE yes
VIEVIE 10 月 30 日 下午 7:47 
@Hecleas Can this mod be used with [IE] Loreful Strategic Threat? Is it compatible?

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2854768607
Krinitz 10 月 30 日 下午 4:20 
You're doing great work - thanks for all this!
Gamerwork 10 月 30 日 下午 3:02 
Ungrim 71 campaign map movement when other lords 100+ and Skarsnik attacks mine Gnashnak lair with help of garrison from other settlement,easier recruit new units than replenish them, still easy campaign but boring, looks like endless loop of stuck in place for nothing.
Alexander Pistoletov 10 月 30 日 下午 12:51 
Great mod, thanks for working on this
Jimmy 10 月 30 日 上午 8:37 
Also whatever mechanic it is that causes people to suddenly be at war with you without any warning or declaration really needs to go
Jimmy 10 月 30 日 上午 5:33 
I just got my first victory after about 6 atempts with various factions. This time playing Lohir. I think I get it now, this was a great campaign. But im confused about the supply. Often I will recruit a few new expensive (supply wise) units and my supply wont change at all.
ReCore 10 月 30 日 上午 4:58 
Save game compatible?
vargasguerrero113 10 月 30 日 上午 4:23 
there is still the bug of portraits and invisibility in campaign map. when i change their monture they will be visible, but the problem with the invisibility in campaign map is still there
vargasguerrero113 10 月 30 日 上午 3:25 
thank you por the update sir, this mod is real good
DarthHutt 10 月 30 日 上午 2:44 
Thanks for a great mod, enjoying the challenge! :steamthumbsup:

However I'm experiencing a bug (I guess). In skaven Throt campaign the first quest battle does not seem to work. After pre-battle screen the game normally loads and starts the quest battle animation (you know where the camera hovers around your troops and the enemy's and the character give the battle speech) but in this case the animation does not show any troops, no speech is given and the camera just keeps on hovering around the battlefield. If I press ESC, the animation stops and the screen goes black but nothing happens, it just stays black ad infinitum.
Hecleas  [作者] 10 月 30 日 上午 1:24 
Update:
⚙️ Additional Adjustments
🌲 Ambush Rework

Ambush chances now adapt to terrain type.
Forests, mountains, and wastelands favor stealth and surprise, while open lands are safer for movement.

➡️ Result: Ambushes feel logical and immersive — the terrain truly matters again.

🏰 Recruitment Overhaul

Global recruitment returns — but with longer training times.
It remains a strategic tool, not a shortcut.
Players are encouraged to rely on local recruitment for faster, more tactical army management.

➡️ Result: Planning, positioning, and logistics regain their importance.
Hecleas  [作者] 10 月 30 日 上午 1:24 
🧙 Portrait Bug Fix Attempt

An issue causing lord and hero portraits to disappear on the campaign map has been addressed.
The system has been cleaned up to reduce the risk of missing visuals during long campaigns.

➡️ Result: Smoother interface and fewer visual inconsistencies.

⚔️ “Defeated” Traits Return

Defeated traits make their comeback.
Their effects have been completely rebalanced to fit the new, softer stat values introduced in this update.

➡️ Result: The system regains its flavor and impact — without breaking balance.
Hecleas  [作者] 10 月 30 日 上午 1:18 
⚔️ Power Creep Rebalance

Over time, countless bonuses and effects had pushed heroes and armies far beyond their limits.
Attack, defense, speed, magic — everything kept growing until battles lost their tension and campaigns lost their pace.
This update brings everything back under control.
Power feels earned again.
Combat, abilities, and progression are now balanced around strategy, not stacking.

➡️ Result: A campaign that breathes, where every decision matters and victory feels deserved.