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My group switched from hecleas to deepwar and have liked it more
Removed several no longer needed db entries/tables
Added entries from my internal group difficulty mod to my public facing four
I have not, can you provide a link? - Thanks
PS Did you see Battlesey's videos on playing with increased difficulty?
Looks like your mod is cool I am looking forward to trying it.
Lowered AI winds regen by half (From 1 to 0.5)
Tidied up/removed some non-pertinent tables
Tomb Kings units are free, being able to field 6 full 20-stack armies of skeletons at the start of the campaign is wildly imbalanced
So unless Radious drastically reduces XP required for leveling up, I can only assume you might have another mod running that could be affecting XP/leveling
Tweaks to rebel armies
Corrected research bonus tables for AI
Removed tables that conflict with Hecleas's AI Overhaul
Cleaning and Polishing
Updated "required" mods list
This and that, yadda yadda
Agents will no longer perform actions on campaign map, will instead embed (mostly, some outliers)
Removed AI attack decision making tables, please be sure to subscribe to Hecleas's Ultra Aggressive AI mod
But in the single Player are the cheats a bit too much, they move with too many armys.
Without your cheat mod, even on Legendary is the vanilla game too boring... sadly.
So to fix it maybe its possible to tuning down a bit.
anyway thank you for your mods, they are important!
Effects should be immediate (1-2) turns. At most should take no longer than 5 turns to show results
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3046687417
I'd say its on the level of hard - very hard depending upon what you set the campaign difficulty to.
The tailored mod has more alterations/adjustments in it than what my four standard difficulty mods have.
Reintroduced Domain and Decision policy tables (Encourages AI to make best choices it can based on its situation(s))
Adjusted income allocation tables to encourage AI to spend its dosh, as it is usually swimming in it
REMOVED RESTRICTIONS disabling AI agent campaign actions - (Messed with AI special agent actions like doom engineers and etc). If you wish for agents to be disabled, please subscribe to an agent mod that does just that
Updated lightning strike disabling tables
Because of this, you do not need the antihero mod unless you are playing MP of course
Will update spoiler now
I'd say it becomes noticeable compared to vanilla by turn 10-15?
My mod touches many facets of AI economy and building priorities
I also have a Army composition mod I made for SFO:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2974934598
I increased the AI's preferences for higher tier unit/monster units
Naturally they are still bound by economy, but should result in more interesting and challenging AI Army Compositions
Giving this a try as I wanted to add Radious' lower upkeep and better AI army recruitment to SFO...fingers crossed that this is the balance I wanted. Using with the entire Hecleas compilation, rather than just aggression. Also using it with anti-snowball for longer campaign.
This *DOES NOT* mean I will not support my published mods. I am unsure which ones have been impacted and need attention, if any issues are noticed please do not hesitate to let me know so I can look into and rectify them
TLDR
I'm in maintenance mode for a while