Total War: WARHAMMER III

Total War: WARHAMMER III

55 ratings
阿查的战锤世界【混沌崛起】 chaos_rising三次大修beta [ds精修]
3
3
2
2
2
   
Award
Favorite
Favorited
Unfavorite
overhaul
Tags: mod
File Size
Posted
Updated
663.688 MB
Mar 21 @ 9:10pm
Nov 27 @ 5:05am
319 Change Notes ( view )

Subscribe to download
阿查的战锤世界【混沌崛起】 chaos_rising三次大修beta [ds精修]

Description
If you need his English version, please click on the link below
https://steamcommunity.com/sharedfiles/itemedittext/?id=3268250656
https://space.bilibili.com/394940765?spm_id_from=333.40164.0.0 我的个人首页 交流qq群 593323735
这是一个通过利用deepseek计算并试图模拟和还原背景数据的mod
首先,这是一个不平衡的mod,因为所有的内容是按照背景的设定来进行设计的,所以我给所有的炮兵和法术都加了动态的伤害调整,来方便玩家更好的针对ai的传奇,mod会一直不断的更新,所以如果有时候进不去了请不要着急,请不要把这个mod当做桌面,桌面是有部分是按照背景来制作,但不是完全做的和背景一样,我不想再听到有关于我mod这里不背景那里不背景的空头说辞,如果有问题可以在b站搜索介绍以及私聊
下面开始正式给我mod进行介绍,mod是依据我个人以及一众群友的的意见,比如帝国的三个行省兵加上一个巨剑士才能换掉一个混沌勇士【诸如此类的改动】传奇领主大多在我mod都得到了不错的提升,具有一定的无双能力,但我mod还是主流兵种搭配来挑战更强的对手为目的
mod修改了所有的派系效果,外交态度,以及战斗和战役ai,因为所有的驻城市驻军都有改动,尤其是传奇城市,所以mod比较推荐的游玩方式是稳步经营,然后集结大军和敌人打一场酣畅淋漓的大战,如果你是战狂玩家,那我祝你你好运,你的游戏体验取决于你的运气和实操实力
基本的逻辑就是,低本步兵为主力,怪步骑兵克步兵,长戟克大型,巨兽克所有,炮兵克巨兽,常规远程为持续输出和打击士气为主,大炮和法术是主要的输出
本数的差距是绝对的,农民和正规军的差距基本可以用以一抵几十或者上百来形容
但也有规则之外的存在,类似于神选者这种的超级步兵介于步兵和怪步之间,兼有怪步的输出和步兵的抗线,唯一针对他们的最好方法就是法术和炮兵,我mod的根本目的是为了还原各个种族在中古战锤背景设定里面的真实水平,而不是桌面和剧情(所以你如果用全近战的帝国兵表被神选者无双了,请你不要来赖我不平衡)
总体来说,低本步兵是主要的垫脚和伤害承受者,容易被法术和常规远程击溃,高本步兵是主要的伤害输出者,面对常规远程和法术也不会那么脆弱,但是因为模组的减少,更容易被轰击法术还有炮兵造成威胁,骑兵对步兵的压制力会随着本数的提高而慢慢减弱(当然圣杯骑士这类的顶级属于例外)
常规的远程,比如弩,弓,火枪,远程射击在前期对近战士兵的士气打击远远高于伤害,当然火枪这类武器的伤害输出会更好,但依然会随着本数提升效率不断变低
重甲骑兵在前期对于步兵的压制力是绝对的,本身的输出效率和打击士气效果会高于常规远程,但是代价是高额的招募费和维持费
怪步和怪兽的定位是差不多的,拥有极高的威力,针对步兵骑兵都有很好的效果,同时巨兽也会对传奇领主产生威胁
mod是我从初中开始就一直做到现在的,所以我只能尽可能在还原的前提下优化体验,如果造成了不便,您不用就是
This is a mod that calculates by utilizing Deepseek and tries to simulate and restore background data
Firstly, this is an imbalanced mod, as all content is designed according to the background setting. Therefore, I have added dynamic damage adjustments to all artillery and spells to facilitate players in better targeting the legend of AI. The mod is constantly updated, so if you can't enter it at times, please don't worry. Please don't treat this mod as a desktop, as some parts of the desktop are made according to the background, But it's not exactly the same as the background. I don't want to hear any empty talk about my mod where there is no background. If you have any questions, you can search for introductions and private chats on Bilibili
Now let's officially introduce my mod. The mod is based on the opinions of myself and a group of friends. For example, three provincial soldiers in the empire and one giant swordsman can replace one chaotic warrior. [Such changes] Most legendary lords have received good upgrades in my mod and have certain unparalleled abilities, but my mod is still a mainstream combination of troops to challenge stronger opponents
Mod has modified all faction effects, diplomatic attitudes, as well as combat and campaign AI, because all garrisons in cities have been modified, especially Legendary Cities. Therefore, the recommended gameplay method for mod is to steadily operate and then gather large armies to fight against enemies in a thrilling battle. If you are a war enthusiast, I wish you good luck. Your gaming experience depends on your luck and practical skills
All my changes are only to allow me to make the mod more in line with the background settings with limited energy. If there are any parts that cannot be implemented, it may be due to personal limitations or lack of attention
The basic logic is that low base infantry is the main force, monster infantry and cavalry defeat infantry, long halberds defeat large infantry, giant beasts defeat all, artillery defeat giant beasts, regular ranged attacks focus on continuous output and morale, while artillery and spells are the main outputs
The difference in this number is absolute, and the difference between farmers and regular soldiers can be described as one to several tens or hundreds
But there are also instances beyond the rules. Super infantry like the God Chosen fall between infantry and monster steps, with both monster step output and infantry resistance. The only best way to target them is through spells and artillery. The fundamental purpose of my mod is to restore the true level of each race in the medieval Warhammer background setting, Instead of relying on the desktop and storyline (so if you are unparalleled in being selected by God with an Imperial Weapon Table that is all melee, please don't rely on me for imbalance)
Overall, low base infantry is the main foot mat and damage taker, easily defeated by spells and regular ranged attacks. High base infantry is the main damage output, and is less vulnerable to regular ranged attacks and spells. However, due to the reduction of mods, they are more susceptible to being bombarded by spells and pose a threat to artillery. The cavalry's suppression power over infantry will gradually weaken as their base increases (of course, top-level players like the Holy Grail Knight are exceptions)
Conventional long-range weapons, such as crossbows, bows, and muskets, have a much higher morale impact on melee soldiers in the early stages than damage. Of course, firearms like muskets have better damage output, but their efficiency will continue to decrease as their cost increases
Heavy armored cavalry has absolute suppression power over infantry in the early stages, and its output efficiency and combat morale will be higher than conventional long-range, but the cost is high recruitment and maintenance costs
The positioning of monster steps and monsters is similar, possessing extremely high power and having good effects on infantry and cavalry. At the same time, monsters can also pose a threat to legendary lords
The mod has been what I have been doing since middle school, so I can only optimize the experience as much as possible under the premise of restoration. If it causes inconvenience, you don't need to do it
https://steamcommunity.com/sharedfiles/filedetails/?id=2919413033 thanks to rhox
Popular Discussions View All (3)
1
Oct 18 @ 6:18am
移动力改变建议!!!!!!
双眼皮憨憨
0
Nov 21 @ 7:46am
讨论有多少mod已经有了或者冲突了
龙子
0
Nov 20 @ 7:36pm
你们觉得柯烈克的大小怎么样 What do you guys think of Kholek's size?
龙子
94 Comments
麦克尔希特勒 Nov 24 @ 12:05am 
好玩,希望做个没R大版本的,R大兵种定位太重复,大多数都用不上
一喵二汪三嗷呜 Nov 22 @ 5:13am 
只打了本体和必须的mod,阿茶神器任务完成后神器装不上去,显示弑君者只能阿茶使用,谢纶尔之眼也是一样,是不是mod有什么问题
The slothful sloth Nov 15 @ 6:51am 
可否在介绍里大致注明改动的部分,主要有一些mod不知道是否存在冲突,比如潜力mod、天灾mod
玩不到 几回合就会 卡住 闪退
蒋poui Nov 7 @ 7:12am 
大佬,mod还是显示报错
Gugu-P Oct 18 @ 8:55pm 
基于个人游戏体验:
MIXER全派系解锁、三大地标mod(LOL、IL、LOE)、超凡帝国扩展是兼容的,震旦、高精、矮人、帝国、巴托、古墓王实测没有问题。
Landmarks Of Eternity-lmmortal Empire Expanded Edition 【Reworked】 和 Landmarks Of Eternity: Radious Submod 不确定有没有冲突。矮人档出现过跳出但是原因不确定,后续的巴托档和古墓档没有跳出。
qwe136786 Oct 7 @ 8:05am 
大佬,我发现索隆格的神器加的血量上限是不生效的,而且骑猛犸的诺斯卡氏族长也没有践踏,巨兽之威这些猛犸和巨兽自带的buff技能。
Gugu-P Oct 2 @ 12:53am 
战役移动距离问题在MCT中可以自己调整,建议改成基于平均值计算,默认参数28。
作者没有在设置里增加开关选项,但是实测下来,28的默认值已经可以玩短人这种小短腿了。
123 Sep 28 @ 7:46am 
玩阿茶mod一定不能开超凡地图扩展,最好只用阿茶推进的,不然必定跳出
为啥战役移动距离只有一半啊