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• Increases stance march speed from 50% to 75%
• Increases stance double time/ full speed ahead from 50% to 100%"
Does the above apply for players and AI? Or only the player
I'll be honest with in saying I haven't at all kept up-to-date with what the developers have been doing to their game through the updates, as I've been MIA for quite some time.
Originally as I remember it, public order difficulty penalty used to be a progressively negative and flat -X as you moved from normal to hard, very hard and legendary. That's as simple as it used to be; and so what this mod does was change those values on hard, very hard and legendary to match the value of normal difficulty - therefore removing the difficulty penalty.
I hope this clears things up?
Can I ask how CA have changed how public order works?
KR,
Luke
Also, have you considered revisiting public order now that it has been reworked a few patches ago? As it is now auto-balancing (unless overwhelmingly bad) instead of steadily but inevitably climbing down to rebellion (which prompted the initial removal of public order difficulty penalties in this mod, I assume, long ago) and that might invite a different take on public order modifiers now.
Pretty cool mod, thanks for all the thought you put into it!
To be honest, I think a lot of these changes offered as separate mods would be pretty popular. The casualty replenishment being another interesting one. Then again, I know you're doing all of this for free, so obviously just a suggestion. Cheers
Easy from +200% to -50% (ai reward)
Normal from +200% to 0% (base/ player cost value)
Hard from +200% to +50% (ai reduced punishment, nonetheless added punishment from vanilla values)
Very hard from +200% to +100% (ai reduced punishment, nonetheless added punishment from vanilla values)
Legendary from +200% to +150% (ai reduced punishment, nonetheless added punishment from vanilla values)
p.s thanks to @Filthy Pollo for raising
this is a little confusing but here are my findings:
so looking at the original data tables in comparison to the mod linked and also my own, the base game makes it cost nothing for the ai at -1 on all difficulties, which i can only assume is equal to -100% of the base value of 0.
the mod linked decreases this value further in -.25 increments per difficulty, so actually, it appears to be rewarding the ai for occupying settlements the harder the difficulty gets by +25% of the base cost (OR is capped/ nullified and means the effect won't go past -100% into -+ values regardless).
...therefore, i can only conclude that the only values i need to change would be for easy, normal and hard to make it less punishing for the ai. what you have requested is already implemented
• Reduced base research increase from +100% to +50%
No worries, you're very welcome. There's a lot about the campaign difficulty scaling that feels cheap to me. Raw number inflation doesn't increase the tactical aspect, but instead serves only to hinder the player, in turn making the changes seem more chore than challenge based.
Just be aware that this mod also alters the pace of the game ever so slightly so that it plays out faster than usual. If these pace changes are not to your liking, there's an alternate version without them included available here - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1559039727&tscn=1576009832
Enjoy
Additional army penalty changes are as followed: (these values are the same for player and AI)
• Easy unchanged
• Normal +2% to +3%
• Hard from +7% to +5%
• Very Hard from +15% to +7%
• Legendary from +15% to +10%