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Sounds like it could be a mod conflict, but then I don't really know what the other mod specifically alters, so that might not be true.
Here's the link to the mod if you'd like to check it out:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3455888536
Let me know if you see any problem with this, cheers!
I just checked, and actually - Kislev factions are totally disconnected from the standard Control mechanics now. This means that this mod will not affect them at all, which I think is good, because they are now using a totally different method for public order (and this makes them unique).
That said, after playing with them more we may find that Devotion might need some small adjustments to make it more challenging, in which case I will integrate it into this mod (because it deals with a different type of, what is essentially, Control). But let's see how it plays for a while first. Who knows, it might be perfect.
You could of course edit your own version of the mod to add in tier4 minor settlement effects, then load that version instead.
I investigated the problem and fixed it just now in a mod update. The problem was, the high elf factions (HEF as they are called in the database) were using Warhammer 2 effect bundles ("wh2" in the database) and they went under the radar when I converted them. Since I made the mod, I haven't yet went back and played any HEFs again, and so I never noticed the issue.
As a side note, yes, all the HEF still have their special unique Control benefits after this change (like higher GDP income for highest Control level), as do the other factions. This mod does not alter any special Control effects, only adds to them.
Thanks again, and have fun.
You are welcome, have fun all.
Most factions have more than this provided by the same buildings, so adding a small bonus amount there will probably help them out enough, without upsetting the faction balance.
Also, in the spirit of Yin/Yang, they provide can provide negative Control when those buildings are damaged or ruined (unlike other factions), which keeps a nice balance there I think (they can have the Control buff as long as the buildings aren't damaged - so damaged provinces can potentially experience a rapid loss of Control). I think that is a cool compromise.
OK, I just checked Cathay, they do have that Wu Xing Compass "Celestial Lake" that grants them more Control (as you probably know), that I imagine is useless in the standard game, and each Astromancer Hero has a Control skill; sometimes you have to put multiple Heroes in a province to buff Control, instead of putting armies everywhere.
But I did look at Cathay's Control buildings and they do seem pretty weak there -- I have to be careful, but this seems to be by design. However, their weak Control is made for a weak WH3 Control mechanism, not for this stronger one, so I will update the mod shortly to add a small bonus to Control for their Main_2,3,4,5 settlements.
(continued...)
I haven't played Cathay that much (I have a little). Some factions are better at Control that others (buildings wise), but every faction has the means to exerting control with Heroes (agents). The idea is that you shouldn't be under threat of revolt, normally, unless enemy armies are raiding, or due to corruption, and so on. The bonuses provided for good Control in this mod are intended to be just that: bonuses, that you obtain if you can manage to maintain high levels of Control.
However, yes, achieving maximum Control is difficult and will require effort, usually Heroes in the province exerting passive control (along with some Ancillaries), technology effects, and definitely Control buildings. Occasionally you might need an policing army to move around and exert Control in vital areas, but you shouldn't need an army everywhere to keep from rioting. There are methods of gaining addition Control all over the place and sometimes you have to get creative.
It might be SFO compatible, unless they too adjust Control there. Best thing to do is try it and see.
As for the AI control levels, no, that is correct. What I have done here is the AI doesn't work completely in reverse, they suffer the same penalties but they suffer between 50-75% of what the player does, depending on the difficulty level (so, rather than them getting benefits, they just suffer less).
Pretty happy with how it is working, but I wonder if there is something inthe Old World Mod that isn't playing well together. I suppose you could put this mod at the top of the loading order and see if that makes any difference. Also, do you have any other mods installed?
I've got line of sight on kostaltyn and his capital is at -99, about to deal with a rebellion.
Still, it is actually possible to cause revolts in AI territory now, which isn't really possible before, but the AI needs that boost in Control because of course - it is the AI since it doesn't make the smartest decisions.
So, if you aren't seeing rebel armies attack, then it is probably because they are gathering strength. I don't think anything in this mod would affect them in any way (all Control does in that regard is determine when the rebels will... well, rebel).
"Level of Control" and "Difficulty Level" negatives, the former can also become a positive. But of course both effects are in the base game too, this mod just adds more or uses it differently.
Sounds like it might be coming from another mod?