Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This is, literally, perfect! Thank you so much for your amazing work! This and your custom garrison mod solve some of my biggest issues with the game! Amazing work!
Keep up the great work!
P.S: Dose the new system play nicely with new factions, like Araby, etc.?
@Grim no changes to that, the mod is not really intended for factions without standard recruitment
@DudeGuyMan that sounds super weird, you just move a unit to a different army and it gets back full hp?
1. No idea
2. No changes yet, if I start adjusting vanilla stuff it will be a separate mod since it is terrible for compatibility
- How does this work with SFO?
- Is any effort made into looking into things that affect replenishment rate (like skills, techs, commandments) which are now way less impactful?
Anyhow... Really cool idea. I can imagine it is a pretty big mod, I hope if it's too much for you to maintain, you reach out to the community to help you with it.
Am I going senile or did you write a few comments and delete them later?
Currently trying to find a workaround for another annoying bug, will push an update as soon as I am done with this
@DarkStar I will take a look whats up with azhag
@mailasdqwe do you have info on which faction that happens?
No Standard Garrison for Settlements - 6.0 Update.
@Mr.Tarzan I hope you find out whats up, I like the idea of individual provinces, even if income might rise even more.
Will probably still play a campaign with it for a change of pace tho.
The real issue is the incompatibility with mixer, that kinda kills it for me.
Graying out the button while possible is quite expensive computationally so I don't really want to do it, just for a bit of ui goodness.
@Alkor yea its definitely best to use the mod together with others.
I want to try a run with tabletop caps enabled for the ai, to see how well it meshes together.
Coupled with reduced replenishment, global caps (player only) and cost-based army caps this used to work well enough for my "realism" without gimping the AI excessively.
I'm looking forward to trying out this one, instead of the population mechanic (I really only want it for recruitment/replenishment limits).
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3515839786
A minor thing, but it would be nice if the 'retrain' button was greyed out when there aren't enough points in the recruit pool to retrain a unit.
One piece of critique I have is that the cooldown/replenish timer should be positioned above the unit card, not in the middle of it. It's quite hard to distinguish the actual units with so many ui elements right in front of them.
All the ways I can image that go to (dev) hell
@Krakenous turns out modifying hordes and their buildings is more problematic then I expected, so no starting upgrades for those in this
If you test out the ai without default replen, let me know what ya think
-- added 3 experimental ai options
-- fixed ogre camps not providing units to recruit
That said, I do feel like having the AI play on a similar board is essential for the best experience. I am going to assume its possible to restrict recruitment of certain units for the AI. So if you had a variable for 'manpower' per faction, you could perhaps track how many units they should be able to recruit?
It's good though, it can absolutely have its advantages. He just needs access to...well...unit recruitment as it doesn't function properly currently for him it's always saying."inf" and 0/0 or 0/100 😂.
I am really intrigued to try this with other main factions though, especially some of the slower - ramp up to good stuff - ones so, I shall do this as well 😁
@x9 AI stuff is always an issue since it is pretty much impossible to teach the AI how to handle new features.
Usually it ends with it just not knowing what to do and being more incompetent then usual.
I do plan to poke around tho and see if I can get something working.
Do let me know what ya think of the balance between player and ai at the moment, I need feedback on that.
However, if these mechanics that function as de-facto restrictions and nerfs don't extend to AI factions, then instead of it being a challenge, it will just be unfair and annoying.
I'll try it out tho.
@Môrthē I will add some form of the retrain system for the ai as an opional beta option, no idea tho how well they can cope with that tho and in what form exactly