全面战争:战锤3

全面战争:战锤3

Hecleas Grand Strategy
Hecleas  [开发者] 9 月 28 日 上午 11:43
Ideas / Suggestions
Submit your ideas wherever possible:
-Balancing
-Addition
-Etc
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正在显示第 1 - 15 条,共 23 条留言
Smaug 9 月 28 日 下午 1:48 
Marketing-wise the AI banner image does not inspire confidence. The thumbnail is fine tho.
最后由 Smaug 编辑于; 9 月 28 日 下午 1:48
Hecleas  [开发者] 9 月 28 日 下午 1:50 
引用自 Smaug
Marketing-wise the AI banner image does not inspire confidence. The thumbnail is fine tho.
I did what I could, if you ever manage to make me a better picture I'm interested, I'll credit you of course!
Velotrol 9 月 30 日 上午 8:00 
i'd like to suggest the removal of hidden auto resolve.
i would not like to fight a battle against a skavenslave stack and risk lose one of my units cuz i cant see the resolve rating. i'd suggest that you disable auto resolve for non decisive/heroic/close victories with low casualities.
i mean, fighting a battle you know you can easily win manually cuz you cant preview the results of auto resolve makes it just boring.
最后由 Velotrol 编辑于; 9 月 30 日 上午 8:00
Three-Eyed King 9 月 30 日 下午 12:09 
Awesome mod, have been using your previous AI mod pretty much since 1500H mark. Few idea that came to my mind after reading the changelog so I wouldnt have to bother you with every single question.

1. The 20 turn revive so far seems a bit too much, 10 could be the ideal middle ground with some lords like Vlad or Tamurkhan and other lords who are known for their regenerative abilities maybe get it down to 5 ( Vlad with ring etc. )

2. It would be nice to have some UI prompt maybe next to movement bar to show which unit modifies movement and how much. Like Hertz Dynamic movement mod. I believe they had that.

3. I think it was in your "to do" list but not exactly sure now. Garrison rework. Some AI garrisons just straight up suck, or maybe do like some other mods do "Dynamic" garrison depending on buildings that are built.
On the topic of garrisons - I have been using Dynamic Garrisons from Ragnarok, will that work together with your overhaul for now unless you decide to do garrisons?

4. There is one mod that already does this but I cant recall which one and it brute forces all agents, but what I had in mind was to somehow make it that AI always embeds at least Legendary Heroes with their most important characters, such as their faction leader if possible. I always found it weird how AI just decides to use LH as map scouts.

5. And this one is my personal thing that makes me unreasonably annoyed since pretty much the start of WH3. And if someone could do it I believe it is you.
- Make the WoC use their mechanic to upgrade units... Makes me so unreasonably annoyed how every game Archaon THE Everchosen just runs around with 5 dogs, 5 trolls and random mix of RoR he had at the time. I thought the AI just straight up couldnt use the mechanic but I saw them use it - ONCE - in the whole 2500H I have in WH3. Azazel upgraded his marauders to chaos warriors so I know it is possible. Not once have I seen WoC become actual end game threat.
- Nice bonus would be if they could also mark units, AKA Valkia if she gets undivided marauders she would turn them into Khorne, this would be more important for Sigvald since CA kinda fcked up by releasing him in WH1 and now he has to be undivided, even thought he would never tolerate something like Nurgle or Khorne in his personal retinue.
kral çıplak 10 月 1 日 下午 12:09 
引用自 Smaug
Marketing-wise the AI banner image does not inspire confidence. The thumbnail is fine tho.
It's not like it is some international multi-billion company is using AI image to cut costs lol. This is just one guy trying to improve the game. Cut him some slack. AI is perfectly fine for these situations.
Sleepy 10 月 2 日 上午 12:59 
引用自 Hecleas
引用自 Smaug
Marketing-wise the AI banner image does not inspire confidence. The thumbnail is fine tho.
I did what I could, if you ever manage to make me a better picture I'm interested, I'll credit you of course!

Maybe you can commission a dude on Twitter to make art for a thumbnail, or you could just make a post on Reddit asking for thumbnail art, though to be honest I don't really care if you use ai art, I don't think it's that important.
最后由 Sleepy 编辑于; 10 月 2 日 上午 1:03
Sleepy 10 月 2 日 上午 1:03 
Personally I like how hardcore & different this mod feels compared to the default game, but maybe some MCT options to toggle on or off some things would be fine to please some people, or you could tell them 'take it or leave it', or 'make a submod'.
Shinx 10 月 2 日 上午 1:52 
Please add toggle for dynamic campaign movement and/or reinforcement range, thanks!

While it's a cool concept, it really drags out how the campaign plays out in the long run. Furthermore, you increased the reinforcement range for army, so their "red circle" is much larger now. It is very often that I cannot attack enemy army despite still having some campaign movement left, because my remaining movement is less than the enemy's "red circle" radius, making it very annoying and arkward. I'm standing right next to it, I should be able to attack.

What even worse is when I'm in some kind of an ambushed stance, and an army moves very very close to me. Since I'm supposed to be hidden, that army is allowed to stay very close to me. But when it's my turn, I cannot do anything because I am now inside that army's red circle and now I'm stuck.

Also, this messes with some lord's starting battles like someone reported. Furthermore, there are settlements which are placed in a narrow position and armies cannot go through it anymore, basically making it a dead end and unplayable due to the larger red zone of the settlement. Instead of manually adding units to a lord's army, which can lead to compatibility issues, I think a mod config menu would be the best solution, let players modify/toggle feature they feel awkward to play with and to manually resolve similar bugs during one turn.
最后由 Shinx 编辑于; 10 月 2 日 上午 2:54
Shinx 10 月 2 日 上午 7:43 
Also, I'd suggest you only make changes to campaign/battle mechanic with this mod and make another mod for the faction changes, something like "Hecleas Faction Overhaul".

There are already many mods on the workshop that focus on overhauling factions and they do a very good job. You do not want to force people to make sacrifice in order to play your mod, for example there's already a popular Caravan mod for Cathay, and there will be some incompatibilities already with this mod since you also changed the caravan system.

It would not be good if this turns into another overhaul and people need submods to play with it like SFO, and it's also the reason I turned away from SFO: mod incompatibility.
最后由 Shinx 编辑于; 10 月 2 日 上午 7:47
Trepen0004 10 月 2 日 下午 1:52 
Only issue I have found is the melee hit chances are too drastically lower from vanilla and Im concerned this will create unit imbalances
On the new mod from Skulls that gives purple gear from pirates, Incata commented that there is a mod that makes the AI pirates attack also other AIs, which makes sense since they are pirates, they will not ignore everyone and just beeline the player.

Would you implement something like that as well into this overhaul if it isn't already? To make the seas more dangerous overall for everyone.

Didn't have much time to test during the week because of work, so I'm planning to do a substantial campaign over the weekend.
Turtle 10 月 3 日 上午 8:26 
Love the mod so far, it has done a lot to make the game feel fresh and challenging again.

My only feedback so far concerns the supply system's lack of clarity. In game there aren't any UI tooltips for what my -1 supply actually does, nor have I found any indication in game of how to increase that supply. I know the changelog says military buildings and settlement buildings increase it, but it would be nice to see that number on the building stats panel. Right now I'm not sure what I should prioritize to get my supply higher.
最后由 Turtle 编辑于; 10 月 3 日 上午 8:27
wex101 10 月 3 日 上午 10:06 
@Turtle if you go into the building tree browser you'll see the supply numbers in there.
Shadowslasher 10 月 4 日 上午 9:21 
The Unit Cap system kind of handicaps AI recruitment as it is renown for not building all the right recruitment buildings with some placing restrictions unless a certain building in addition exists. Adding even more slots to major settlements as a whole would fix this issue. Such as what the below mod does.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3278910036

siege additions:

Also adding Tier 3 Walls such as what this mod does would be a great addition to sieges and would allow stronger defence. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2876864283

Also allowing more units on walls such as weapon teams would improve things like this mod here:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3232795623
最后由 Shadowslasher 编辑于; 10 月 4 日 上午 9:22
dantheqprman89 10 月 4 日 下午 1:48 
Done a Drazhoath and Zhao Ming campaign up to around turn 50 with this mod and really liking it so far. Initial impressions -

Pros:
- Hiding auto-resolve results effective at encouraging you to manually fight tight battles while still allowing you to auto past straightforward fights without fearing significant army losses
- AI army generation and increase to reinforcement range leads to many more epic battles - routine to have 4 or more armies involved with different races supporting each other
- Rate at which AI generates armies also leads to a really dynamic campaign map - currently witnessing a full on Chaos invasion of Northern Cathay but Yiao Ming is fighting back with 7+ stacks. Makes you 2nd guess declaring war given the amount the AI is able to throw at you
- Battle changes feel really good - makes ranged even more impactful than normal arguably but don't mind that as suits my playstyle
- Generally like the changes that slow down the campaign and force more strategic decision making (replenishment, growth, stances, anti-snowball mechanics etc.)

Cons/Potential bugs:
- A few too many instances of chasing armies around your territory because they've managed to sneak through and not having enough movement to pin them down. Realise ambush an option but doesn't work in Darklands for example. Would like AI to either be a bit bolder in taking on armies/settlements or alternatively to realise there is a strong army in the territory and hold back
- Winds of Magic changes seemed to adversely affect factions without Channeling Stance - couldn't get Drazhoath above 20 WoM after the first few turns for instance and techs/traits to increase WoM reserve didn't seem to work
- The supply mechanic isn't explained at all (even in the changelog in a meaningful way) - can see some units require supply but not clear why others don't, and not clear at all which buildings you're supposed to have to provide supply. Didn't seem to be relevant at all for Chaos Dwarves - not sure if that's a bug or a function of their recruitment already having caps
- I know the initial version of the Mod had extended building slots and that this was removed, but I'd make a pitch for adding back in given the wider mod encourages you to play taller. I have used another mod to add back in but I personally think it fits with the wider design
- Not sure if I've just been unlucky but haven't seen a single unusual location so far - not sure if this mods impacts the scripting around those
- As others have noted, war declarations don't have the usual pop-ups for some reason which can lead you to easily lose track of who you're at war with

Overall though, fantastic work
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