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, and Aggressive AI Personalities 6.X
at the same time, will there be any problems? Do you have any other combinations to recommend?
Removed several no longer needed db entries/tables
Added entries from my internal group difficulty mod to my public facing four
I like that you're making most heroes embed (especially legendary heroes) but at the same I want to experience some sort of harassment by assassination/wounding/blocking etc because that makes the game more difficult. It slows the player down.
We are here because we want the game to be harder, and yet you took out something which could so easily piss on our cornflakes. I'm here for the cornflakes piss. Bring it!
It will be also nice that the more level of difficulty, the more the IA hates you (even faction that are supposed to be allied with you).
Since the IA boots not only your enemies but your allies times, I have found some situations in which the level of challenge is limited because you can abuse of the diplomacy system in order to survive and even there is no incentive to confederate since your allies are much stronger than you (for example, playing with franz and not confederating with Nuln, or dwarfs)
In these mods I don't touch unit recruitment points as that can absolutely be overwhelming when the AI has no economy constraints
Is there any compatible mod to let the IA to recruit a higher amount of troops? Thanks!
Edit: I have started to test the mod, and I would suggest to fix a major issue. that usually happens in mods that modify the economy. Since the IA economy has been boosted, players can cheat a lot by selling cities using diplomacy. For example: I am playing with Malakai and I have sold Straghov in turn 7 by 15k. Not sure how this can be fixed though.
Maybe it'll improve as it goes on, but by turn 30 it seems the world has come to a standstill. And yes, I do have the prerequisite mods as well. None of my other mods should be impacting AI behavior, and it seems pretty widespread.
Karaz-a-Karak is terrorizing everyone as usual, though.
I'm afraid I'm not sure how to go about implementing MCT configuring, will be something I'll have to look into further
However, when they fighting you, they will bring everything they have.
I am wondering if you could make it MCT tweaked? Which faction should get the changes? Like SFO settings. I think it would make the game more fun. Let’s say, playing as empire and getting your set of ai buffs to chaos factions and less to Dwarfs.
So when turn the fog of war off and you will see most factions just making new armies and not fighting each other (not the first 10-20 turns but definitely after 20 turns). Unless they are at war with you. I have tries to uses SFO setting to make Order or Chaos factions (depends on what I am playing) to have strong buff/debuff but it is the same.
Playing Legendary with very hard.
Lowered AI winds regen by half (From 1 to 0.5)
Tidied up/removed some non-pertinent tables
Hecleas AI overhaul
MIXER - Mixu's Unlocker
Mod Configuration Tool - V0.9 Beta
Better End Game Settings
Strong End Game Army Units
Recruit Defeated Legendary Lords
Hard Difficulty Mod (MP and SFO Compat) 5.X Update
Aggressive AI Personalities 5.X
For the vassal income you might just be able to add something like this to the campaign difficult handicaps for players:
wh_main_effect_modify_vassal_income wh3_dlc20_faction_initiative_chs_undivided_2_economy_vassals faction_to_faction_own_unseen -50.0000
I have definitely reduced vassal income via modding before so that is not the issue. The problem is the armies.
I have a save file I can give you (you would have to tell me preferred way to send it). It doesn't show much though. Just me getting 4000 vassal income and 3 vassals with too many armies.
Do you have a save file and mod list you could provide me?
I've tried capping the diplomacy budget for the AI and it was entirely not impactful, is an ongoing thing I am looking into.
Is it more so the vassal income, or the income and the many vassal armies along with it?
I am really enjoying your mod. I am playing a warriors of chaos campaign with the hard one (the second hardest) which is good fun (I had to solo 3 gold chevron kislev stacks at turn 17 which was nice).
I do have one problem though. Playing as warriors of chaos you have a whole bunch of vassals, and simply not using vassals isn't really an option since they are necessary to get Archeon's bonuses to relations and research rate. Unfortunately they are getting 4-5 armies a piece, and contributing insane vassal income.
I am thinking about what modifers I can add in order to address this. I know that there are modifiers to reduce vassal income but the bigger issue is how many armies they have. I don't know of any modifiers which would specifically nerf factions which are vassalized which would be the ideal solution.
Do you have any thoughts on what I could do in order to avoid the campaign being made trivial by having a huge vassal swarm?
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
Reduced AI Spellcaster Bonus Mana Regen Rate
1)The legendary lords of the ia in the first 20 turns starting level 14 or 15 I think this myu broken literally we survived but sweating blood.
2) That the AI has unlimited magic is broken , I think it's great that now use and all but have the same magic or magic winds as the player because if not it is unbalanced.
Effects should be immediate (1-2) turns. At most should take no longer than 5 turns to show results