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It sounds to me like a very interesting challenge has evolved in your game, though, the making of an epic showdown.
The side that can build up their replenishment capabilities will also have an advantage. I think this best represents the early bronze age. So no, not ridiculous, but not everyone will agree, sure.
Dynasties Revised Mod is now available.
I did spread around the happiness buffs between different gods, and cut Aphrodite in half in this regard, but still keeping her important for happiness buffs (because it is non conditional blanket across all provinces). Other gods have conditional based buffs, which I think will make things interesting.
Also reduced the difficulty happiness negative value some, but not completely because I think it is needed to be challenging, and to make the happiness buff buildings and hero traits more useful. I have to be careful about major adjustments (because I have over 500+ hours playtesting it), but I think these changes are for the better and are conservative/safe. Beyond that, I don't want to make too many drastic changes, although I could certainly tweak the happiness buff and difficulty values a little more over time. But this should do for a while.
Have fun!
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I will take a look at making a slight adjustment to the autoresolve, the problem is that even a slight adjustment could result in it going too much in the other direction as I am working with fractions of a percent.
The AI resource usage is not something I can control - this is simply the coded way the AI behaves unfortunately.
As mentioned before, I will consider adjusting Aphrodite's effects a bit. Perhaps a minor happiness buff, or at least limiting its scope. Of course I am not sure when I can do that, since I am currently working on Pharaoh Dynasties Revised Mod, but I plan to return to Troy at some point when I am burnt out there.
3. The biggest issue is still the AI and more specifically its resource accumulation and usage. It straight up gets free resources but then it just hoards them and doesn't use them appropriately. This makes it so the AI fields very weak armies late into the campaign. Would an AI overhaul mod such as Hecleas's ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3044708810) help with this?
Otherwise, it's pretty great but I'll need to play another campaign to be more thorough in my opinions.
1. Like previously mentioned, Aphrodite is way too useful all the time. You *have* to keep her happy from the start of the campaign until the end. The best you can hope for is having enough priestesses to keep the devotion high so you can build temples to other gods in newly-conquered territory. This does work, but it takes a while before you can even think of attempting it, so gods which are mainly useful in the beginning are never used. I suggest removing the happiness debuff from difficulty and giving her other (economic) bonuses instead.
I will consider the other changes in time, they are more tricky to do.
I think that the solution is to prevent "cavalry" units from capturing the control points by themselves, which I think is how it is most of the time in the other TW games. I don't think chariots can take objectives already, though, so that part isn't an issue IIRC (unless I am thinking only of Pharaoh).
But anyway, you have given me some ideas to tinker around with to improve things a bit, at least.
Regarding Aphrodite, yes, maybe spreading the happiness buff (of the Org. Games) to another God would prevent her from being all about one thing. I did that with a few of them already, and will think about that here.
RE: Aphrodite - her being mandatory from the beginning and then suddenly dropping in usefulness was the problem in the base game. Troy just doesn't give you enough tools to manage happiness outside of her, especially with the happiness debuff from the difficulty. She not only gives blanket happiness, but also increases the effects of organizing games by 200% (!). I would at least swap this with some other god's tier 1 effect. Maybe Zeus since he was the patron god of the Olympics in ancient times?
RE: Buffing garrisons - since I got the divine smith very early there is no garrison that can withstand my main army and the big sieges are circumvented by bashing down a gate on the opposite side of your main army and rushing centaurs in to capture the victory point. By buffing the garrison, you could script the AI to always have at least 2 units defending the victory point at all times to prevent such cheese.
-You are correct about the AI factions getting a lot of food, this seems to be something from the code (like they are just given X amount of food each turn). This could *possibly* be improved in Lua code/script as well, I will have to dig down and see (about at least cutting it half).
I very much appreciate the thoughts. I will take it under consideration in a future update.
By the way did you complete a campaign on Legendary with the mod and, if so, which faction?
As for Aphrodite being the best god, I disagree there. I found that I was using her "services" often, mostly in times of peace (which was rare) but I definitely bounce around between the others based on the other benefits. The way I see it, if you are choosing Aphrodite all the time, then you are sacrificing on some pretty awesome effects from other gods. While you might be getting the vital happiness buffs, once a majority of your provinces are under happiness control (or at least 'out of the woods'), then you should be inclined to swap to some other deity for a while. And that is kind of the point - if you weaken that incentive to take Aphrodite, then I don't see her being very attractive since most of her benefit comes from passive, boring things (like happiness buffs).
But that said, I will certainly consider narrowing the difficulty based happiness buff so it isn't as extreme.
(part 1 of 3)
-Controlling what your first epic agent is might be possible, but I will have to dig down into the bowels the Lua code script to see.
-I could probably slightly adjust the auto-resolve. It is tricky, because it is a fine balance between "just right" and "too much" one way or the other, as we are talking about fractions of a percent. I do want the autoresolve to force you to fight most battles, or else settle with some units being destroyed, but of course not the most extreme.
-Just buffing the garrison won't prevent the AI from sieging, at I don't think buffing the garrison would be a great idea anyway as it would make it harder for the player to take settlements, which is already pretty difficult. Overall the AI does do these types of sieges, but I didn't find them that frequent myself.
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By the way did you complete a campaign on Legendary with the mod and, if so, which faction?
Aphrodite is still the best god by far and there's 0 reason not to pick her every time in the beginning. I'd remove the difficulty-based happiness modifier (which is what is causing her to be the best choice) and rework her happiness bonus to something else.
Seems that Steam didn't notify me of the comment when you made it, and I have too many mods to remember to check them all, ugh.
Yeah, it is still possible to gain an abundance of resources, but really that directly depends on your play style. If you have amassed 80k food in 50 turns, then that is an achievement I think - certainly it isn't easy to do with other factions. Of course individual tweaks can be made to specific factions (I have tried) to help adjust things there, but I hadn't gotten around to playing Ithaca in "revised" yet, unfortunately (and currently I was revising Pharaoh.
But I will keep it in mind once I revisit Troy again.
Have fun.
It could be that even if you turn this mod off, it might still not work, and then you could identify if it is a fundamental problem with that mod. I mean, if it was really this mod causing the problem with that one, then you could temporary turn this mod off to start the expedition, then turn it back on once it is going - but I suspect it may not work at all.
Keep in mind that the damage dealt depends on their weapon type. Some are much higher (like Achilles) and some lower, but in that case they may have some other advantage (like less to do with combat). Anyway, I will double check this soon to be sure.
I haven't forgotten about this mod, it is just that I spent a long time on a WH3 mod (Better Battle Sound Mod) and then am now working on my Pharaoh Revised Mod (from experience with Troy Revised Mod). Got to strike while the iron is hot, so to speak.
Then I will return to Troy Revised Mod, and continue playing out different campaigns. This mod is in very good shape, but I want to play out more factions to fine tune those as well.
I'd say that is an exaggeration -- I don't see them going red fatigue after 1 minute of fighting. After running, fighting and especially charging, yes, but it rewards the side that has a reserve or that can rest forces rather than throwing everything into a fight (this was carried over from my Rome 2 mode for historical flavor). The intent being - fatigue management becomes important, as do the hero perks that reduce it.
But regardless, when both sides suffer the same condition, it equals out anyway - so again, the side that can maintain fresh forces is the one that gets a bonus here, otherwise when both sides are exhausted, the effect is minimal.
It also depends on the mode you are playing, because some of them provide additional replenishment to their army based on their level-up skills chosen. So the point being, all of the little places where you have a choice to improve replenishment or gain some other perk, is taken into account to make those replenishment choices tougher to pass up (making them more valuable).
I would say there are probably tens of little options and choices to in crease replenishment throughout a campaign, some not so obvious. But what I found before was that none of those replenishment choices carried any weight, and now they do, but the negative is that early campaign replenishment is very low (but I do like that feeling for the historical period, though).
Thanks for the compliment, and have fun!
Maybe it depends on the faction to a large degree, but from each the factions I have played there are lots of ways to improve replenishment. Yes, you are correct, Hera provides replenishment bonuses, but there is the technology (decree) that increases replenishment by a large amount, to bring it in line with the standard game's absurd replenishment rate. So, the idea is that decree is your main method of increasing replenishment, then all the little secrets stack with this, or stack without this (if that decree hasn't been gained yet).
Then also post-battle choices are the other way to increase replenishment too.
...continued...
Otherwise, great mod man!
The unit replenishment rate is intentional because there are quite a few hero skill related perks that increase it, as well as the god powers as well. So the idea being, when you stack these then you can get several turns to recover, rather than the long time period, thereby making those perks more attractive. The reason for this is that in the standard game, all these replenishment perks are *totally pointless* since you can recover so quickly, and the intent here is to make the very important. When the perks are gained it then at that point feels like the base replenishment rate in the standard game - about where it should be when maxed out.
(Also, it causes some battles to be fought with units that aren't fully replenished too, which intentionally makes things tough on when to keep pushing on.)
Hopefully that makes more sense.
Good question -- I recommend Legendary overall campaign difficulty, which locks the battle difficulty to Veteran.
But after you try things out, if you think it might be too much, then you can lower campaign to Veteran in order to lower battle difficulty to Hard or Normal. I just recommend trying it out at Legendary first.