全面战争:战锤

全面战争:战锤

Looting Razing Tweaks
36 条留言
SIX 2017 年 8 月 16 日 上午 9:16 
ok well i dont know why or wich mod conflicts then
MINOS  [作者] 2017 年 8 月 15 日 下午 4:34 
@ ΣIX :

It overwrites only the Raze Option of Norsca, giving them Money.
Their special Looting and Occupy Options were left untouched.
SIX 2017 年 8 月 15 日 下午 12:04 
Seems like I can loot occupy settlements I'm not suppose to with norsca it bypass the coastal restriction.
MINOS  [作者] 2017 年 8 月 10 日 下午 7:51 
Updated.

Pls report Errors.
Chiron 2017 年 3 月 28 日 上午 8:29 
Any chance you could change the beastmen to either have some difference in their sack and raze option or just outright remove it? It's pointless to have two options when one is Cash +8 growth and the other is same amount of cash but no growth.

beastmen are far from unbalanced if you give them that extra growth but the extra option that does nothing is just... superfluous I guess.

Thanks for the cool mod in any case
MINOS  [作者] 2017 年 2 月 28 日 上午 9:15 
Updated.

Pls report Errors, as there are new Options/Mechanics for the Bretons!
RexJayden 2017 年 1 月 9 日 下午 4:39 
So happy to have this mod! :steamhappy:
omegaphoenix068 2016 年 8 月 22 日 下午 10:56 
Do the chaos technologies affect how much money I would get from razing like they affect sacking?
MINOS  [作者] 2016 年 8 月 6 日 上午 6:23 
@ zoommooz11 :

The "culture_settlement_occupation_options_tables" got edited, so that "occupation_decision_raze_without_occupy" got chaos and other Factions -100 Loot.

Best to see in the Assembly Kit.
zoommooz11 2016 年 8 月 5 日 下午 10:51 
@ Minos

When you say tricky, what exactly did you discover? I have been going through the camp_variable_table and it seems there are quite a few chnages. Care to share your discoveries?
MINOS  [作者] 2016 年 8 月 1 日 上午 8:13 
Update:

- updated for Beastmen Patch

- Looting and Sacking now the same, with variable Percentage spread Percent as in Vanilla

Note:
It was tricky to fix and find out, what they changed, because of the Beastmens' Razing Options.
Keep in Mind its not the same it was before, as Razing gives now the same as the Beastmen would get, which means Razing gives now less Money than before.
Lock 2016 年 8 月 1 日 上午 5:24 
the raze option no longer provides any currency,btw love the mod. It makes sense that you would loot a city before burning it to the ground
Thavara 2016 年 7 月 31 日 下午 10:37 
The mod no longer does what it should. Just attacked Praag as Chaos and the Raze option provides no favor.
MINOS  [作者] 2016 年 7 月 31 日 下午 8:34 
@ St. Nick :

Where do you get the Information from that it is outdated?
Lock 2016 年 7 月 31 日 下午 8:25 
update please
Max Holke 2016 年 7 月 30 日 上午 8:00 
Sadly does this mod work after "Beastmen"
Treetop69 2016 年 7 月 14 日 下午 10:23 
I understand now, i am sorry for not understanding.

semi related question that i think i uncovered;

If you sack first i think it applies the -10 public order penalty to the faction that owns the city. if you then occupy it only the -3 effects you. Loot and occupy correctly gives the -13 to you. I think it is like this in vanilla as well, not sure if it can be changed or if i am even right.
MINOS  [作者] 2016 年 7 月 14 日 上午 9:56 
@ Treetop69 :

You misunderstood Things - read again my Post and the Description.

Sack is left untouched, so if it gives you more, than its because not of this Mod.
Loot and Raze gives the same as Sacking, also the same Public Order Penalty.
Treetop69 2016 年 7 月 14 日 上午 9:30 
Im not sure i fully understand, you are saying the AI will not Sack and then re-attack and raze, which is fine and i get. Your also saying the only thing you have changed is making Sack and Raze worth more, not touch Loot & Occupy?

Ill post a screen shot of what i am seeing. i would love to use this mod, but all 3 times i have tried it breaks the balance of the game for me. If i did not know better i would say all gold values are doubled over their defaullt, happyness penaltys are reduced in loot and occupy, and overall doing any of the 3 options gives way too much gold.

Is it possible to make a version that only adds the sack value to the raze option and that is it? I would make it myself but cant figure out the mod tools at all.
MINOS  [作者] 2016 年 7 月 12 日 上午 4:03 
@ Treetop69 :

1. AI does not sack then raze. It benefits greatly from it, because it can only do one of the Things. You are not the only Faction in the Game.

2. With Sack you can destroy Public Order, especially if you use Public Order Cheats Removal Mod.
And if you want the Faction not totally destroyed.
Also there are Perks and Items, that raise/change the Income from Sacking only.

3. I did not touch occupy or sack, only Looting and Razing got changed.
The Sacking Values were only there for Comparison Help.
Treetop69 2016 年 7 月 11 日 下午 9:19 
loot and occupy seems to give the most, followed by sack, and then by raze. I would make loot and occupy worht a little less, and overall reduce all amounts as it seems to be a really high amount of gold. i regularly get 16k sacks with the mod where i might normally get like 10k.

also, for loot and occupy, the one turn -30 happyness penalty is reduced to 10, and the per turn is -3, meaning there is NEVER a reason to not loot and occupy unless you just want to sack it.
Treetop69 2016 年 7 月 10 日 上午 12:58 
will give it another go and report if the raze is worth any more than the sack, id even personally prefer raze give a little less than sack, if only to incentivize repeated sacking instead of razing.

colonizing sucks.
MINOS  [作者] 2016 年 7 月 8 日 上午 3:16 
- Updated
MINOS  [作者] 2016 年 7 月 8 日 上午 2:42 
@ Treetop69 :

It seems they changed the Values since the Patch, need to balance it out again.
Treetop69 2016 年 7 月 7 日 下午 6:30 
When i used this Raze would often give more money than Sack, eyebal estimate was around 20% more.

Made it so i was heavily incentivized to raze everything, then just use an empty army to resettle.
Lauke 2016 年 6 月 26 日 上午 8:59 
Is it possible to make a standalone version that only adds money to the Razing option, without changing how Loot&Occupy works?
MINOS  [作者] 2016 年 6 月 13 日 下午 8:53 
@ cwake :

Its when you dont want to destroy someone completely, or occupy it later, or cause it to rebel in the Province.
Lyvewyrez 2016 年 6 月 13 日 下午 8:44 
True they don't do both. I was more looking at it from a player perspective of "why would I want to sack if I can raze for the same amount and get more out of doing so by denying the opposition a city".

Kind of answered my own question though, you only sack when you want to sack again next turn or two. I was going to suggest making sacking only slightly more lucrative to incentivize it for the player as an alternative to raze-and-go.
MINOS  [作者] 2016 年 6 月 13 日 下午 8:39 
@ cwake :

This would weaken the AI, as they dont do Sack, then Raze, they just do one.
Lyvewyrez 2016 年 6 月 13 日 下午 8:37 
I agree taht razing should be less to differentiate and make straight up razing not be default goto. I guess with sacking though, it means you have another chance or two after the first one, where razing is a one-hit affair, no more chances.
draykorinee 2016 年 6 月 8 日 上午 11:31 
I thought the exact same thing this morning as the Orks, why the hell am I destroying this city and not making any money ><
MINOS  [作者] 2016 年 6 月 8 日 上午 10:52 
Forget to mention:

AI will now gain Money from Razing, whereas the Player mostly does Sacking, and then Raze.
MINOS  [作者] 2016 年 6 月 8 日 上午 10:50 
@ aleks93190 :


There are Values, how much the City will be damaged
Looting does the same Damage to the City as Sacking now.
Its Sacking and Occupy with one Click, whereas before you have to click 2 Times, which only the Player does, but the AI not...
Aleks 2016 年 6 月 8 日 上午 10:41 
Great mod, was waiting for something like this :)

You should make the sacking bring more money than occupy and sack or raze.
The order from greatest gain to lowest should be sack/raze/sack and occupy

Sacking is basic pillaging
razing is pillaging too, but imagine the greenskin horde when grimgor says "destroy everything and take it all", it would surely be collateral damage haha
sack and occupy : you can't loot more because you will occupy the settlement, so much buildings etc will remained almost untouched (lets say a grannary when your soldiers need to eat in the city)

my 2 cent
MINOS  [作者] 2016 年 6 月 8 日 上午 10:30 
@ [SKFP] Kjelle :

But the Razing occurs, after they have ransacked it, so collateral Damage doesnt matter than anymore ;)
Sкiткj3ll 2016 年 6 月 8 日 上午 10:04 
Thank you! This was sorely needed. I never really understood why the heck they would raze a settlement and NOT take all the goodies ^_^. One idea may be to lower the money gained from razing though, considering "collateral damage" and what not. And just to balance it out somewhat, so that it still becomes somewhat of a decision to make.