安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题




https://drive.google.com/file/d/1pVEsOIjUJ09dMrHuk9JdN2vR4ELUIcOp/view?usp=sharing
Another example from a different game:
https://drive.google.com/file/d/1C2Coq30cPUa86FZGRL1AIJU7S9PmeiOy/view?usp=sharing
A blob of enemies in early war:
https://drive.google.com/file/d/1GNeQtyJBbRt-TjUyCZJgjXlJk9lMGg-i/view?usp=sharing
Haven't found anything so far, but I see that damage is reduce by distance in some tests.
Am looking into it now, my suspicion is that area of effect attributes are set in different, global files
It definitely feels that way. At the far edge of a rifle units range damage is minimal.
Nice job on the mod! I'm very happy to see buffs for gren and flame troopers. They're visually so much fun but practically not worth the cost
Have not uncovered skirmish options yet.
This game seems very modable - but it will take a long time to uncover all possibilities.
Also check out balancedpersonality.xml if you haven't already, some things to tweak in there regarding the campaign AI behaviour (desired attack ratio, min attack ratio, logic regarding switching targets) to induce more battles.
Thanks, I will definitely do!
First I want to make sure I got the feel that I made attacking in late war definitely stronger (especially for the AI), I'm still looking for ideas regarding stuff I can change. I think looking into the AI personality will definitely help as well.
Am testing now if the AI can have more pop cap than the player. This would definitely help.
afaik pop cap is governed by faction, so you would have to create two separate mods (one for an allies playthrough and one for a central powers playthrough), modifying the opposing faction's battle pop cap appropriately. Hope I'm wrong though.
Only warning is that battle AI needs to be appropriately buffed (which you are right, should be first priority) if more numerous weaker attacks by the AI are to be anything more than an annoyance. Testing with a min corps attack ratio of 1.5, I was attacked by 3 german corps against my 2 french corps. I spent more time adding trenches and MGs than actually fighting -- one barely supported wave and a ceasefire call came in. Finding that sweet spot for a more aggressive AI is the challenge
I'm going to try the mod and if something occurs to me I'll share it.
Quickly, regarding your comment and kralj.stefan about giving buffs to the AI when it attacks, it occurs to me that it would be a good idea to start with a basic 50% more pop on attack and 50% less cost of kill replacements and from there try until you find a balance.
And on the campaign map force at least one counterattack every two turns to give the campaign some movement and not be the player constantly attacking. If with the above values it means the economic ruin of the AI, it could be a solution that one attack per turn has zero cost in both supplies and gold.
Flamethrower with area damage to morale I vote yes
I need everybody's feedback regarding a new release, 1.1, where the AI and Player popcap changes. The AI will now have 40 units in it's popcap, and the player stays 32, I need this tested, I am not sure if this will apply for skirmish, maybe, but it should work in a campaign. I have not found a way to find a syntax for attacker or defender yet, so I'm not sure how to make popcap changes for that, there is a syntax around player or AI, especially in campaigns - maybe in skirmish too.
Also, please keep up the good feedback on things you'd like to change in the game! I'm really happy to make the tech tree for late war support breakthrough/attack.
Here some more details:
v1.1:
Flamethrower/Grenadiers MaxMoral raised from 200 to 220 (responding to too quick moral loss in battles for some reason)
Gases will now stay for longer depending on the gas type
Duration of Mustard gas increased to 80 from 60
Duration of Phosgene gas increased to 70 from 60
AI faction in every campaign has one more research point to start with
AI Maxpopulationcap raised to 40 in all game aspects (This needs testing!!)
Siege Artillery cost reduced from 200 to 150
(Link in the first comment)