Total War: THREE KINGDOMS

Total War: THREE KINGDOMS

[Records Mode] Heaven and Earth Overhaul
67 Comments
Pandaman Oct 10, 2024 @ 9:48am 
Hi I really love this mod and hope the author will keep updating it,you got this!
jras  [author] Jul 28, 2024 @ 1:49pm 
For anyone experiencing CTD before the sega logo, I have discovered it seems related to full screen resolution. Disable this mod, change resolution to run in a window smaller than the monitor, then try re-enabling the mod. Restarting the computer may also help. I'm not sure why this workaround fixes the issue, so unfortunately cannot fix it for good.
Mazzdabator Oct 13, 2023 @ 4:09am 
Disabled all my mods, reinstalled this mod twice but it will not start. Broken mod unfortunately
W.Swallow Feb 20, 2023 @ 12:53am 
@jras Thanks, I rebooted as you said, deleted the entire mod and reinstalled it, and it started working fine. Thanks for making this mod.
jras  [author] Feb 19, 2023 @ 9:46am 
@bsbrg Can you give some detail? Is it ctd on game load, or ctd during campaign load, or ctd during turn end?

I experienced ctd on game load but restarting computer and trying again worked. You can also try disabling other mods to see if its a mod compatibility issue, and loading a new campaign. Let me know the result. If nothing works I can upload the previous version for you.
W.Swallow Feb 19, 2023 @ 7:57am 
Hello, I'm having a lot of fun with this mod. But since today's update, the mod doesn't seem to work properly
jras  [author] Jan 21, 2023 @ 8:40am 
@Special Sundae Thank you. No update is needed for this mod to work on 1.7.2 since none of the vanilla data this mod changes were touched by the patch. I only play 3k once in a while now, but when I do I am still working on adjusting yellow turban and nanman. Those changes will be pushed to live once I feel satisfied with how a play test campaign went.
Verrix Jan 21, 2023 @ 2:12am 
Will you be updating this? I enjoy your work.
jras  [author] May 14, 2022 @ 7:13pm 
The main goal was to emulate historical battles, i.e., armies will rout at 15% casualties, with most of the casualties happening while chased after the battle, so 50% AI casualty from mostly cavalry chasing is acceptable. Although there are fewer casualties compared to vanilla, I reduced the AI's financial cheats so a few decisive battles in a row will significantly weaken them for many years.
NQ May 14, 2022 @ 6:05pm 
I tend to have lots of cavalry and I split them to chase as much as possible so the pursue killing is still highly efficient for me. Again even if the loss is 50% for the AI, does that not defeat the point of having low casualty? Also I think the units should die a lot slower to maintain the pace (duration) of the battle. I do admit, however, that I didn't have much time with your mid. I'm browsing through the workshop to see if I can get myself a proper Record experience.
jras  [author] May 14, 2022 @ 5:56pm 
How are you chasing down and killing most of the AI? Infantry will never catch up. Cavalry has low killing power against fleeing units in this mod, so unless your army is >50% cavalry, you shouldn't be able to get an absurd amount of kills once the AI units starts running off the field. I have personally never experienced more than 50% casualties for the AI unless I autoresolve.
NQ May 14, 2022 @ 5:37pm 
One important oversight is that player can still chase down units after the battle. What's the point of having low casualties if the AI will still lose most of their units due to pursuing. I'd say the low casualty is a good idea but 2 more things need to be implemented for it to work:
1. The battle ends immediately after one side achieve victory.
2. Very low replenishment rate to avoid the game become unending (think of the super elite units belonged to the Empire in Mandate of heaven campaign - super slow replenishment). The goal is to make each loss counts. One decisive defeat that reduce your main army strength by 30% should be detrimental early.
I hope you consider some of what I said. This mod is very unique, it has potential.
jras  [author] May 5, 2022 @ 6:34pm 
Hi @Lateralus - Thank you for sticking around and continued feedback, it's much appreciated.

I currently don't have time to test changes, as I like to play a full campaign myself before pushing a change to the live version. Fortunately, I have a better solution for you, and it will only take you 5 minutes.
1. Download RPFM, which lets you open this mod file
2. Go to your SteamLibrary/steamapps/workshop/content and search for "heaven"
3. Open "Heaven and Earth Overhaul.pack"
4. Change the 9 cells of data I have highlighted here: https://i.imgur.com/Hyc0zkQ.png

These cells will make melee cavalry better against ranged troops without too much side effects. If you have any problems feel free to add & DM me.
Lateralus May 5, 2022 @ 4:54pm 
After testing this mod I found that yellow melee cavalry didn't feel like they did their core job well enough. They were a little too weak vs blue ranged troops, which have been buffed. Specifically high level crossbows for example. Please take my feedback onboard. The rest of your mod was excellent.
lekkolek Feb 14, 2022 @ 1:54pm 
@jras - Ah so it has to go together alright! Thanks, I didn't figure that out.
jras  [author] Feb 14, 2022 @ 12:41pm 
@lekkolek - sorry for the confusion. That other mod is meant to run together with this one. I just made of copy of Alex's bug fix mod and deleted some lines, so you can enable this mod and https://steamcommunity.com/sharedfiles/filedetails/?id=2640182561 as well
lekkolek Feb 14, 2022 @ 12:37pm 
@jras - Ah that's also good to know! It works now but I am now using this Version of your mod. The AlexZ compatible version does not seem to work for me for some reason but it works now nonetheless. Thanks for the great mod!
jras  [author] Feb 14, 2022 @ 9:04am 
@lekkolek - Yes, they should be visible, but an even easier way to check is to see if your settlements give +25% home movement range.
lekkolek Feb 14, 2022 @ 12:22am 
I was trying to see if the mod was working or not by locking at some of the changes made to the Reform Tree. Should the changes be visible on the Individual Reforms? I guess so right?
jras  [author] Feb 1, 2022 @ 1:06pm 
@Lateralus - Yes, cavalry need to be used thoughtfully and preserved. If they don't rout infantry on the charge, they drop quickly from melee. I found battles to be more varied this way. I recommend keeping cavalry grouped up and concentrating their charge. Even with my nerfs, heavy cavalry with general buffs still dominate battles.
Lateralus Jan 29, 2022 @ 5:35pm 
I think you’ve nerfed cavalry a bit too far. They feel a bit lacklustre now.
Lateralus Jan 28, 2022 @ 4:54pm 
Thanks!
jras  [author] Jan 28, 2022 @ 4:07pm 
@Lateralus - I have added a copy of the current changelog in discussions. For future reference what I did was: copy the cells in cryptpad, paste into notepad to remove the cell format, then copy/paste again into word, and then select all + add bullet points to see the breaks more clearly. I'll stick to excel/cryptpad for future edits because I can highlight tweaks on previously changed stuff.
Lateralus Jan 28, 2022 @ 2:48pm 
Would you consider listing all of the mod changes in the discussion section? I don't like that Cryptpad application much.
jras  [author] Jan 25, 2022 @ 12:05pm 
@Lateralus
@ACFUN又姨妈啦
Thank you. Expect another update probably within a month :steamthumbsup:
谢谢。 预计一个月内再次更新 :steamthumbsup:
Z Jan 25, 2022 @ 4:52am 
好mod!支持一下作者!
Lateralus Jan 25, 2022 @ 12:59am 
Excellent mod, thanks!
Dj Cleiton Rasta Dec 26, 2021 @ 1:54pm 
Okay then, thanks for the answer. I'm gonna try out your mod on my first ever records mode campaign :p
jras  [author] Dec 23, 2021 @ 5:07pm 
@Dj Cleiton Rasta - I swapped all unbreakable effects with "scare immune" and "disciplined" effects. Btw this is also in the spreadsheet.

Corruption wasn't increased for bigger cities, it was increased when you get past 30 settlements. Early-to-mid game is identical, only late game corruption is accelerated. I find it doesn't affect gameplay too much because you've almost won by the time it really kicks in. It's mostly for flavor: you've united china but now you've got this rampant corruption problem.
Dj Cleiton Rasta Dec 23, 2021 @ 3:15pm 
How does the mod treats unbreakable units in battle and corruption in the campaign? I saw in the spreadsheet that you increased corruption for bigger city, but what was made to balance this?
jras  [author] Oct 29, 2021 @ 10:20am 
PSA: I have received permission to upload a compatible version of Alex's bug fix mod. @Atomic Gandhi.

You can find it here: https://steamcommunity.com/sharedfiles/filedetails/?id=2640182561

Don't forget to disable the original bug fix mod when using this one.
jras  [author] Oct 19, 2021 @ 1:42pm 
@Dreamwell The ranges are based off what I found when researching. Crossbows were said to shoot from 200+ paces away, and archers, even if they could shoot further, were instructed to hold their shots until about 100 meters or less for damage reasons. More casualties came from archers than crossbows, so while being short-ranged, regular bows make up for it by getting more kills.
Dreamwell Oct 19, 2021 @ 5:05am 
Why do archers have such short range compared to crossbows in this mod? These aren't medieval steel crossbows, it's just wood and should be on par with bows. The main feature of these crossbows is that they're easy to use and learn compared to a bow. And aim.
jras  [author] Oct 18, 2021 @ 8:36am 
@Atomioc Gandhi - No, it doesn't. It's 99% compatible, as long as you load it after this mod. I have been using a slightly trimmed version of Alex's mod for personal use, but because it only deletes a few tables, I didn't feel comfortable uploading it.
Verminlord Supreme Oct 18, 2021 @ 12:47am 
I'm Guessing this has Alex Z's bugfix mod built in?
Dreamwell Oct 11, 2021 @ 1:02pm 
You just nerf their damage. In BARS AOE abilities kill only 1-2 models, as opposed to some 10-30 in vanilla. So often they're not even worth it. :D
jras  [author] Oct 11, 2021 @ 12:31pm 
@Dreamwell - No, sorry, it does not. My goal for combat was to signifcantly reduce casualties across the board so it would be closer to historical records of 5-10% casualty rates (it's still a WIP), and making romance abilities fit that vision is beyond me.
Dreamwell Oct 11, 2021 @ 12:24pm 
I know Bars got adapted to Romance too (by simply nerfing hero AOE/damage abilities to the ground, so on ultra, heroes in all my campaigns neveer scored more than 100-120 kills at most). Do you have something like that implemented? I mean, I don't mind playing records, so long as I have access to hero duels and they don't kill more than 60-100 units. :') I found that on records, bodyguard units can actually kill hundreds more in comparison.
jras  [author] Oct 11, 2021 @ 9:41am 
@Dreamwell - I haven't played with BARS in a long time so I can't make specific comments. BARS' approach to combat is to multiply vanilla stats, and this mod was me going through melee weapon and projectile damage and redoing them from scratch. There's also significant campaign changes. However, I borrowed (with permission) BARS custom battle tester. If you use the generic earth captain in custom battles, you can recruit any unit, and the general will be rooted so they can't interfere with tests. This will make benchmarking differences a lot easier.
Dreamwell Oct 11, 2021 @ 12:35am 
How does this compare to BARS? Tried a few custom battles but it's hard to really pinpoint key differences. :D
bli-nk Oct 8, 2021 @ 12:19am 
Thanks, for the notice. Read it just in time, decided to do a Ma Teng campaign into the Nanman lands with a few new mods since I haven't played west side of the map since the game launched.
jras  [author] Oct 7, 2021 @ 2:54pm 
@bli-nk Just a heads up, I am playtesting more changes and there could be updates in the near future, which may disrupt campaigns.
bli-nk Oct 7, 2021 @ 12:27pm 
Interesting, will try with a new campaign! Happy to see mods with focus on records still getting made.
Mavlan Oct 5, 2021 @ 5:34am 
新更新有点问题,,现在是直接就可以招募特殊兵种了,原来是需要研发科技的,,麻烦注意一下
jras  [author] Sep 27, 2021 @ 9:08pm 
@Athinol It should be compatible but I haven't playtested 8p.
Athinol Sep 27, 2021 @ 6:27pm 
Is it compatible with the 8 princes campaign? I prefered that one rather than the original
jras  [author] Sep 19, 2021 @ 7:57pm 
@ujhin87 Probably ok for save game.
ujhin87 Sep 19, 2021 @ 7:38pm 
저장된 게임에도 적용이 되나요? 아님 새로운 게임이 필요한가요?
Petellius Sep 16, 2021 @ 2:06am 
Congrats on releasing the mod! I'll have to give it a go :)
jras  [author] Sep 13, 2021 @ 10:00am 
@skm Thanks! :steamhappy: