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Rapporter et problem med oversettelse
Also another suggestion I've seen a few times is 'A Patreon or some other way we can pay you for this daaaayum'
Or have them gain attributes via veterancy?
Flat increase in HP, damage and other attributes per lord/hero rank?
Also, you can currently get the inaccurate trait as a melee lord. If it's an easy fix it might be worth removing that capability as that's just a free trait point for a melee lord.
Also, potentially making it possible to take multiple copies of certain traits, with that in mind. I had the thought that once Influence costs are integrated, it would be interesting to make essentially a custom Legendary Lord by taking the Influence traits repeatedly in order to take a lot of other traits, especially if you work in something that increases recruit level, perhaps 1 point gets you +2 levels, or 1,000 gold gets you 1 level?
Pumping 180 Influence and/or 20,000 gold into a Lord being recruited in a region with a bunch of recruit level buffs and recruit a level 20 Immortal lord with several powerful traits off the top would be pretty cool. Emphasize Tall over Wide, especially if you're playing on a higher difficulty setting where armies get stupidly expensive and you need to cram as much power as possible into a small space.
So, every once in a while, I like to mess around and go on a complete power trip in Total War games using mods, and this Cutsom Lord mod of yours seemed to fit perfectly with that idea, to begin with, turns out your Custom Lords are pretty well balanced.
From a gameplay standpoint where you want balance I can see the appeal for that, though from my " Super Murdermachine Lord of Massacre and Blood" standpoint this was not ideal at all, still undeterred I opened your Mod in Notepad+ and to my delight found that I could edit certain things like the cost of traits as it was not encrypted or anything, including the cost of traits.
Now I am honestly not sure what you did when you coded this thing, but it sure as hell does not like anyone messing around with the numbers, if ANYTHING is even 1 number off from where you set it, the mod does not work, at all, game still runs fine but the Custom button goes *POOF* and won't show up, which for obvious reasons ruined my plans and since I have no idea how to circumvent this, as I have 0 programming skills, I will simply add a suggestion for a box you can choose to tick labeled Cheat Mode, which lets you just go nuts on both stats and traits and add as many as you want or set the stats as high as you would like.
That way those who want to play the balanced and intended way can do that, while those who just wanna go on a power trip and say "screw balance" can do that as well.
1039: local remainingPoints = 0 --: int changed 0 to 28
1093: if value == maxDiff or remainingPoints <= 0 then I attempted to remove the or remainingPoints <= 0
1342: local TOTAL_TRAIT_POINTS = 2; changed 2 to 16
1453: totalTraitPoints = totalTraitPoints + traitPointsForTrait; changed the + to a -
It's quite possible that my understanding of the surrounding code wasn't correct / those weren't the spots to attempt changes, but reverting back tot he original lines made the pack work again. I can't debug where my changes might have caused issues.