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google translate: The Yellow Turban Army’s AI maintenance fee is 0, and so is the Han Empire. This is too unreasonable, and there is no way to restrict them financially. I think the maintenance fee for AI units should be increased.
-All factions receive the same maintenance cost reduction in my mod (-45% upkeep reduction). Yellow Turban units are already very cheap with low maintenance fee, so it might feel that it is zero, but it is not. In general, Yellow Turbans are very weak, because they have very few available generals and can only generate 1 extra general per 5 turns from an assignment. Even with a really low maintenance fee, they often struggle to stay alive against Liu Biao and his vassals. Yellow Turban units are also weaker overall, so I do not think they are much of a problem in the mod.
Han empire has a lot of gold because it controls a lot of cities, but their maintenance fee reduction is not zero, it is the same as everyone else. They do not attack anyone with their armies, they only defend. One thing I could do is lower the amount of gold Han empire spends on armies. But before I do that, I will have to test it with different factions who start close to Han empire cities and see if they are really a problem or not.
I have screen shot of 8 armies attacking me. Liu Biao and his Vassals.
I think game is unplayable at this state
If the mod is giving people hard time, then it means it succeeds at its purpose! :)
On a more serious note, I have extensively used and tested the mod in legendary difficulty only and haven't encountered any issues. Of course the AI is harder and fields more armies, that's the purpose of the mod. It is about making things harder and not a steamroll. Naturally, using blitzkrieg like someone can do in vanilla game on legendary campaign will no longer work here. You need to take a more patient and slow approach.
It largely depends on the faction you are playing (some have it easier, some have it harder), but I can give some general advice and tips on how to beat the AI.
First of all, play your battles manually throughout the early and middle part of your campaign and don't delegate. By delegating you are only taking more casualties than if you would have played the battle yourself. This is very important point because you not only improve at playing manually but also enjoy the campaign more compared to delegating everything as if you are playing a mobile phone game or Civ 6.
Use night battles to your advantage. Use ambush to your advantage. Play defensively early on if you are in a bad spot. The AI will be much stronger in the early stages of the game until you consolidate your position in the map and establish a decent economy. Turtle if you have to: play slowly and expand in a smart way without stretching too thin. Opt to unlock the red reforms for the deployables and extra replenishment rate. After that, you will have easier time recovering from battle casualties and can expand faster. Create vassals (considering that even your friendly vassals benefit from the AI changes in the mod, so they will be considerably stronger allies).
I have written a guide for vanilla game, you can take a look at it. Some things in the guide (e.g. how to properly build your commanderies etc) will also help you deal with the harder AI in this mod. Beyond that it is just practice. I hope this helps a bit.
That said, could I make a small request? While I'm delighted that the aggressiveness is off the charts, the number of armies are way too many. Think I read somewhere that you reduced the upkeep by about 45% (?). Might it be possible to change it to 25% instead? Also, could the cost of AI recruitment a little higher?
I'm asking that because it takes way too long to go from turn by turn. Perhaps it's because my system really isn't at the top-end.
In other words, might it be possible to have a watered-down version?
Hello there! It's always gladdening to hear from people that they enjoy the mod.
Since I released the mod a few months ago I have experimented with various values of upkeep between -25% to -45% that is currently. From my testing I found that the sweet spot is somewhere between -30% and -35%. Then, I overhauled certain aspects of the mod and wasn't satisfied with that upkeep so I increased it to -45% which worked fine for 1.6.
However, I think your concern for re-considering the upkeep cost is accurate for patch 1.7 because there have been a number of changes with units, morale and certain factions, so I will probably have to nerf it a bit for viability purposes. So far I've only completed a single campaign in patch 1.7 and I can already see even in unmodded vanilla game how explosive / oppressive things can become if you choose to play a minor faction and not Cao Cao / Yuan Shao. Let alone in the mod. I will adjust this value in the next few days after I get to play 1-2 more campaigns and see how the AI behaves first because I have noticed a couple of positive but undocumented improvements to battle AI.
The only difficult part in finding the sweet spot right now is that there is yet another starting date in which most factions start with more territory, hence they are stronger than before. A -25% upkeep will probably be good for 200 start date, but perhaps not so great to a 190 start date when almost everyone starts out weak. I will have to to figure out how to balance that properly.
Recruitment is a bit more complex issue that I have to address at some point when I get more time in my hands. The issue I have with it is not really the recruitment cost, but mostly the templates. The "Better AI Templates" mod by another guy that I suggest to pair my mod with improves some things but not to the extent I would like to see, especially now in this new patch with the overhauled morale system. It is something I have in mind to do at some point but it requires more time. If I manage to make the AI use the templates I want them to use, then, consequently, balancing other things (e.g. recruitment cost, upkeep etc) becomes much easier to figure out.
As for number of armies, changing it is not as straight-forward because since I overhauled the mod I have introduced a power creep to armies by limiting max AI armies to faction rank. I need more precise feedback with regards to that. I need to know which faction rank the AI you are having trouble is at that point? Is it a specific AI faction or everyone? How many turns into your campaign do you start noticing it? Is the issue related to how oppressive AI is or only to how long it takes for end-turn? Have you tried to tick the box that skips AI movement during end turn and see if it becomes faster? If you let me know these things then I can attempt to make some relevant changes.
The next major update for the mod will be with regards to unit templates, I have already started looking into how to achieve better templates. But that won't take place until after 2 months from now once I get some more free time.
Appreciate the change to upkeep. Will try your mod again.
With respect to your questions, I hope it's not too late for me to respond but here goes:
1. I was playing MOH on Very Hard with Liu Bei. I'd think that most faction ranks were still at the first level.
2. Every faction had 2 or 3 armies within the first 20 turns and all of them were in the north where the Yellow Turbans were. Often, there were as many as 10 armies surrounding 1 city.
3. I was already not showing AI movements. Moving between turns took about 2-3 minutes (I think).
Until I do my testing, I suggest you try the following:
1) On steam, go to your library, find TW3K, right click and choose properties, then choose local files from the tabs, then click "verify integrity of game files".
2) On task manager (game must be launched first), go to "Details" tab, find 3K, right click on it, find "Set priority" option and make sure it is set on High.
3) Make sure you have the latest drivers.
I believe that it is mostly hardware related. In the current game engine that they have been using for their games, CA hasn't optimised greatly the end-of-turn to utilise more cores. In 3K It is a bit better than it used to be in the past for games like warhammer, shogun etc in which the game would run on a single cpu core during end-of-turn. But, even currently when someone runs this game in lower end specs PC, the problems are still noticeable.
But it also has to do slightly with optimisation. MoH is the least optimised DLC by far. Despite playing the same campaign map as all other starts, the performance is not the same. For instance, even with a high end PC I notice some random fps stuttering in MoH even when idle in campaign map. This stuttering never occurs normally in the other DLCs.
I'd say try the things I wrote in my post above first if you haven't already. Then I'd suggest you try a different campaign start date and see if the long end-of-turn issues persist (try to check with both enabled and disabled for a few turns to make sure if it is hardware related).
If none of this works, come back to me and let me know your PC specs, because I can recommend one more thing you could try as a last effort for a slight boost to performance.
You mean Wu Kingdaissance? If yes, then Wu does nothing else other than introducing 3D models to legendary characters and creating some unique abilities for them, so there is nothing that affects compatibility.
I have been using my mod with Wu for a long time and never had issue. Naturally, the AI is more crazy with hordes of armies and better gold income because that's part of making AI more challenging. There is no other way other than tweaking modifiers.