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Yup this is it!!!
I'll take this opportunity to merge those mods together and add in a third one that's been on closed beta for a while now. Expect a more aggressive and smart AI, less cowardly when it comes to fight (expect more siege battles as the defender) and also a massive improvement on the battle AI (especially the way the AI uses spells and abilities). You know me I do it step by step without changing the whole formula, just to improve what's already there to keep that vanilla feeling and improve the experience while keeping everything balanced.
Stay tuned, the new AI package will be released shortly after the Norsca DLC but it may take a bit of time as this will most likely require a tremendous amount of work.
Rebalanced AI recruitment priority between great weapons units and their standard counterparts (Marauders, Crypt Guards and Dwarfs). The AI focused a bit too much on the great weapons version, should be a bit more balanced now but it's still subject to a bit of randomness.
- Tweaked AI budget policies to be on par with the last change about building cost
- Small increase in support buildings priority
- Small increase in Gems/Gold mines priority
Enjoy :)
The AI will not stop recruiting or disband units when the situation is safe to increase its income and use it to build like a player would do. It will recruit as much as it can, leaving it with a +100 or +200 income. As you can imagine the AI can wait 30 turns to build a high tier building, sometimes more! Now it should be easier for it to build useful (and costly) buildings later in the game.
Don't worry it doesn't mean it will recruit more units because of its upkeep which is still the same and it won't be able to outbuild you early game because I decreased the growth bonus it gets. It will just help the AI later in the game by giving it access to high tier buildings sooner (but again, not sooner than the player).
- Tweaked the recruitment of top tier units. The AI should recruit a limited amount of them.
- Tweaked the cheats the AI gets:
- Unit cost discount decreased
- Growth bonus decreased
- Public order bonus greatly decreased
- Building cost discount greatly increased
I had to make those adjustments to "control" the AI build order. Too bad CA didn't just add a function in the code like "if faction non human then x and y buildings can only be built in major settlements or minor settlements".
- AI build order changed to further increase the priority towards special buidings and mines
- AI value on top tier units further reduced to prevent spam of Giants, Forest Dragons, Tanks...
- Wood Elves army templates improved for more diversity
Thanks for your support and have fun!
I removed from this mod the changes I made to the AI personalities, colonization and stuff. They are now in my brand new mod AI Campaign Balance which also adress issues on the AI side like the Dwarfs-Greenskins war, Norsca, cultural relations and more. Check it out here:
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=892763102
It's perfectly compatible with AI Building and Recruitment, in fact both mods are made to be used together for a much better campaign experience. Try it out and tell me what you think!
This is it guys! I think we now have the final version of this mod. I had time to test some improvements I've made to the AI and I'm pretty satisfied with the results. You can see some examples here: imgur.com/a/ucAdR
- Build order improved: better ratio between military, economic and defense buildings. The AI should now build garrisons and walls more often. It doesn't mean it will do it in all its settlements, but it should now protect the important ones.
- Better army templates with more variations and improved priorities. The AI armies will be balanced, fun, challenging and sometimes surprising to catch you off guard :)
- AI cheats slightly reduced as the AI now performs better. The recommended difficulty is still Hard, fair but challenging at times. I also balanced the game for Very Hard if you want a greater challenge, still you can do well without using exploits or dirty tricks. Try Legendary if you're masochist.
The description of your mod does not state that it modifies dicciulty handicap levels, so I was surprised by that (and only noticed because my other difficulty mods were not doing what they should)
Be patient, it's coming soon.
Could you please make this version of your mod (or another) only have the changes you've made to the buildings and recruitment AI? I only ask as I like to test out various mods (And tinker with my own), and I keep running into conflicts, only to find that you've altered a new area in an update.
Don't get me wrong, I think you make some logical and much needed QOL changes, but it's annoying to have to check this mod everytime to see what else has been changed, and what conflicts I've got. If I had a version that would only affect those two areas (So CAI construction systems, personalites budget/income and cdir military generator tables) it would be very useful :)
Many thanks.
New mod update which fixes some annoying things in AI personalities and some bugs. Please see the more detailed changelog on the change notes page. Should be savegame compatible.
- No more anti player function in AI personalities, including Chaos. That annoying "feature" only breaks immersion and doesn't make sense.
- Major changes to WE personalities. Now they won't confederate like crazy anymore and won't conquer half the world before Chaos arrives. They will aggressively defend Athel Loren though.
- Improvements to Beastmen AI. They're still a horde and the AI still doesn't know how to handle them but that's better than vanilla. See for yourself.
- Now all factions are much more likely to colonize ruins if they're not under threat.
- Fixed a few bugs and inconsistencies in AI personalities.
Please see the change notes to see what this update brings you.
In short I have redone all AI personalities about the spending logic into a unique AI personnality much more suited for a Total War game. I also unlocked the AI personnalities of Kislev, Estalia, Tilea, Boder Princes, as well as Varg and Skaeling. They will be more active from the beginning just like the other factions and you can now make some diplomacy with them (pacts, alliances, trade agreements...) once you gain their trust.
Enjoy!
This update is savegame compatible. Changes:
- Fix the mess CA introduced in the last patch by changing the buildings prerequisite for Bretonnia units. Now Bretonnia can recruit spearmen at level 1 barracks and also at level 3 as intended, as well as Knights of the Realm at stables level 2 and 3 (it was deactivated!).
- Added synergies for Bretonnia military buildings to ensure both barracks and stables should be constructed in provinces and prevent cav or infantry only armies.
- Rebalanced a little bit the priorities between infantry and cav for Bretonnia.
Mod has been updated and is now fully compatible with the latest patch and DLC. Major changes:
- Custom build order and recruitment for WE, much improved over vanilla
- Improved build order for all factions, while the Tier 4 mod is still the best solution, now the AI does well without it. To give an idea, vanilla build order and recruitment is something like 50% efficient, this version alone is 85% efficient and goes up to 95% efficiency with the Tier 4 mod.
- Improvements to army compositions of the Empire and the Dwarfs
- Added synergies to Norsca and Savage Orcs to ensure that all their regions have the appropriate recruitment buildings
See the main mod page for screenshots. Thanks again for your support, I hope you'll enjoy this mod!
In addition to further improvements in the AI build order, the recruitment priorities for top tier units has been rebalanced for all factions. This will prevent the AI to recruit too many of them in a single army like 5 Giants, 4 Steam Tanks or 10 Black Orcs. And Skarsnik's love for Goblin Archers has been fixed!
This update is savegame compatible. Have fun!