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报告翻译问题
Serious note - feedback that lacks detail isn't helpful. I can't do anything with above because there are no suggested parameters to work within.
-Integrity is not balanced right. On the way off chance that I even get a general with good command AND popularity... the trait system goes nuts and ends up applying all kinds of negative effects a lot of which seem to include integrity debuffs. So basically unless I fight and win a battle EVERY. OTHER. TURN. it is dropping by an average of 8 per turn. Why apply changes to integrity when it clearly hasn't been worked out? I don't even think it's a bad idea but an army that wins battles and is fine shouldn't also need constant decimating to prevent mutiny (especially considering slow replenishment is a hallmark of the mod!). And traits shouldn't be as wild as they are. Almost every character I can recruit is negative in 2/3 aspects and even my generals who have both just won multiple victories are sitting at debuffed 3/10 command. They started out higher than that and havent lost a battle so why/how does that happen? And I'm supposed to just accept that I have to execute 10% of my army every 3 turns and deal with horrible morale and depleted units because charcters are not only having a huge effect on the game but the traits and stats that cause them are being applied arbitrarily and rapidly?
-Unit rosters are sitll not fleshed out and stats don't always make sense. Example: Egypt's tier 3 royal spear unit has worse stats than it's recruitable native theuros unit which costs 100 less per turn (it has way more morale, more attack, equal other stats). Half the spear units in the game get the charge defense buffs while the other half don't. It seems arbitrary too because they will be of the same exact type with the same equipment but one gets it and another doesn't. Meanwhile even some melee infantry will have it.
This is kind of a big deal too given how powerful cavalry charges are and how difficult it is to counter them in this particular mod. I've sen skirmisher cav charge head on into spearman and get 50 kills just initially (spears definitely dont seem like they have enough of a bonus against cavalry charge). The actual shock cavalry that have literally 15 more charge stat than that are an instant kill to almost anything they hit from any direction with the sole exception of heavy pike units, which are invincible from the front. This is especially important given melees take time in the mod and kills happen slowly, but then any unit of cavalry can wipe half a unit in 10 seconds without even needing an anvil, it is just too powerful given the fact spears do so little to counter them and get wiped also.
-Factions which should have at least one category where they can produce a best-of-their-kind unit don't (like macedon having probably the worst selection of pikes out of any greek faction, middling shock cav).
That enough detail or do you want me to play test 24/7 for you with hourly reports of the plethora of issues I run into because you guys CLEARLY didn't try this for a spin before breaking it out, or just got tired of trying.
"lel salty" isn't a very reassuring response when this used to be the best total war mod across any game. It is literally the only total war version I've played that HAD proper economies for the player and AI and felt like a working grand strategy game on the map because of how well it handled the base mechanics and adding challenge where necessary. Now it plays just as arcadey as any other total war (complete with cheating Ai and rampant army spamming), on top of the work that it needed in balancing units and finishing rosters. I don't expect something that is free like this to be remotely perfect, I played it even with crashes and all the other problems, but when you only roll out an update very rarely, and that update makes everything worse... I feel perfectly okay saying that it is done-for (RIP) and that people should no longer bother with it.
The AI cheats have been modestly changed. In some instances reduced, in others increased. AI handicaps were always a feature of this mod (and other mods). A lot of it depends on your difficulty level.
In terms of integrity, I tend to agree with you. The penalties (or bonuses) from the background skills are often too powerful, and I would extend this criticism to how large an impact they have on attributes, e.g. +/- 4 command. We are planning on balancing updates here in the nearest future.
The other areas you criticize are unrelated to the update; no unit roster expansions/overhauls were promised here, and therefore I don't see any validity in that particular criticism. How exactly does it pertain to this update?
With that said, the first two things combined barely make up a fraction of the extensive list of features of the update. Given the amount of hours invested by several people into the making of this update, I think your concluding remarks are not only unconstructive but unjustified. Around a dozen of testers have been involved during the process and provided feedback. Even so, certain balancing issues can (and do) slip through. This patch was produced in record time (~6 weeks) while university and work was going on for members. Nobody expected a flawless release, because that simply isn't feasible with our small number. It doesn't strike me as reasonable to claim a whole game has been broken over two - easily fixed - issues. Nor does it accurately represent the content of the patch at large.
Finally I want to reiterate my previous remark. Many people provide feedback, for which we are very grateful, but in some instances it is done without appreciable effort. Saying "mechanic X is broken" does not help anyone on the team to locate and fix the perceived issue. Specific feedback gives us concrete issues to provide solutions for.