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Let’s take one look at one of the spawning factions: Vlad von Carstein. He gains 60 full stacked armies in his central Sylvanian regions and a massive income boost, so there is no upkeep problem. At the spawning he is forced to make war to all factions, he knows. He has at this point overall strength rank 1 in the campaign. So there is now reason to hold back for him.
Unfortunately he doesn’t spread at all directions with an thoughtful amount of armies, but send just a few at only some nearby regions but leave 40-50 armies in one big pile This big pile moves together to one nearby settlement and besiege them. For many rounds. He doesn’t attack, he seem to want besiege them to death. With 40-50 armies around, which waits too all this time and do kind of nothing.
I tried it now some time (like 40-50 hours, 30 turns or something like that) in an extended multiplayer LAN campaign game with a friend. I mod a lot by myself and implemented as a personal challenge a very heavy form of chaos invasion and „plagues“, that attacks the world before the invasion. One of them is a massive spawning of undead armies in round 100.
Now that 3 is out, maybe round up someone to help with UI stuff and move the selections parts for each previous game all into 3. If CA will allow that as it is a last patch possibility when the game is done.
No worries, it's interesting.
After I agree with Hazardhawk's opinion on one point, it is that at the start of WH3, a table existed and worked for the LOD, reducing it to improve performance.
This table has since been deleted from the database by CA, probably because they replaced this mechanism in another way.
So yes in general it erases obsolete tables, even those that are worth no memory.
That was just a small example.
Not and argument, have a good day and sorry Hecleas, I am out.
@DeaDBreaD non functional and deprecated do not mean what I think you think they mean. There are no big Warscape upgrades involved in Pharaoh and they are still currently used/accessible for reference. It would require a near complete game rewrite to change that at the level of difference in mechanics between WH2 and WH3. It would literally be an update to an entirely new game. Well, unless it is in game chat affected as the chat system is being replaced.
-Rework decisions of occupation of a colony by the AI
And not for the rest, cai_tms remains the basis of AI at 90% for its strategy
The occupation_decision_component column in the cai_personalities table is fully deprecated and by extension the cai_personality_occupation_decision_components, cai_personality_occupation_decision_policies, and cai_personality_occupation_decision_priorities tables all have no effect. If you want to modify occupation decision logic go to the cai_decision_policy_junctions table and search for occupation. (see GDS section for more detail about how this works).
So you have to rework your mod (and probably all your other AI mods) to be functional again and actually do something.
(I'll make a local copy for now but I want to use the official workshop version)
Hecleas AI Overhaul : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2905096541
-The problems of sack, raze etc have just been corrected.
https://imgur.com/a/rAYNUq3
Please make the AI capture cities more often, and not rob them. I noticed that in W3 the AI does not capture cities, but plunder them.
Can this mod work as a standalone?