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
I've fixed it. Just an oversight on my part. Sorry for that.
Thank you for pointing it out! :)
It fixes fullstack armies with only cavalry / bow units by opening up the recruitment pool for Vanguards, Commanders and Strategists to include key early-game units.
As a consequence, AI army builds will be more well-rounded indepentent of the generals used.
Yeah, I know about Liu Bei going into minus after taking the settlement. Sign a trade agreement and NAP with Tao Qian to gain more per-turn money, or disband units.
..And the mod is all about not being able to delegate every settlement battle... so just fight it out? Close defeats can be turned around easily.
No, there is not.
Heya! It doesn't work in the 194 start at the moment, no. I can't tell you when exactly I'll have an update supporting it ready, but I'll work on one in the future :)
this was supposed to be a private mod for me only but it is public now :D
Most top-tier or "late-game" units are already on par or better compared to the faction-unique units for the AI, but they become available much later into the game, so they will be picked less.
I'll think of something to fix those bow cav full stacks ^^
I can't find the mod you mention "AI free money"...
Can you give a link ?
I haven't played with those two other mods yet. Judging from their descriptions and pictures they have a few of things in common with my mod. That is a sign that my mod and the other two mods might not work together very well. If the same table is changed in both of them, then only the changes from the mod that is listed first in the boot list will have its changes applied.
I think you need to describe in more detail what you need.
Not wanting to advertise unnecessarily, but my other mod Give Everyone A Chance increases the military spending and aggressiveness of all unique factions in the 190 and MoH start date. Might be worth a look if you need the AI to be more of a challenge. Note that you need to put the Garrison mod above the other one for everything to work properly.
on difficulty level: bring it on! vanilla is (unfortunately) disgustingly easy & I am using 6 more ai improving mods alongside with yours lol.
Ah yes, that makes perfect sense with the fire damage and the morale drop!
Regarding the difficulty, I think I'm more on the "very tough" side. I personally find Legendary/Legendary to be kinda easy, so I'm increasing the difficulty to give me a challenge. I'll try to find a good balance though. :p
=====
on "improving" the bandit & nanman garrisons: keep in mind the game must remain playable & enjoyable. at this moment & time & as the things stand , the garrisons are beatable , despite being really good. making them even better might make the game impossible or too (unnecessarily) hard.
======
on my play hour time, I have +3100 hours , records only, and I think it is fair to say that more than 500 hours of it has been with your mod :D
4 - Oh.. I forgot about the ammunition bonus that Cunning provides. Yeah that is probably not a good idea.
2 & 3: Yeah, I agree with that assessment. I'll see if I can find a way to implement it.
Also.. holy moly.. 500 hours? Thats a lot of campaigns ^^
1 - Interesting to hear that mounted bows are good units in Records mode. I only play Romance, and there they are very tough to use effectively due to generals easily being able to shoo them away. They are not strong enough to defend themselves against them.
And regarding the Bandit garrisons: I'm not satiesfied with them, nor am I am happy with the Nanman garrisons. I'll improve them.
Additionally, the AI recruits unfortunate general compositions. An army with three strategists, which of course are only going to have Crossbowmen and Trebuchets, is not going to win battles.
That would be perfectly fine combined with a Vanguard and a Champion.. but no..
I see two ways to fix this:
1) Force the AI into recruiting in "templates", so they can't recruit two Strategists or two Vanguards into the same army anymore.
2) Increase the available units to recruit from (e.g. Water generals can also recruit Spear Guards instead of only Ji Milita.).
I'll look into it going forward. Thank you for the feedback :)
2 - Yes, I agree this is an issue. I don't like seeing Gongsun Zan with 12 White Horse Raiders or Liu Bei with 12 Yi Archers running around either. The reasons why they are mostly being picked are:
a) They are the only affordable unit, because with this mod they are cheaper than Militia and Peasant units.
b) The mod tells the AI that faction unique units are worth more than normal units.
c) There is no other unit available, especially at the start of the campaign, when only Militias and one or two faction-unique units are unlocked.
1 - The previous iteration of the mod did the exact thing you described. Same garrison size, but units were better. Whenever I played the YT I ran into the issue of not being able to defend my resource settlements, because even six top-tier units can't win against a full-stack army + 3 generals. I would lose settlements often because of it.
On the other hand, all Han garrisons have two full retinues starting at level 4, so I couldn't see CA's logic to give the YT only one retinue.
1- as for the Yellow Turbans, I dont mind doubling their retinues, but perhaps just keeping the numbers & increasing the tier & strength of the units could be considered. I have finished a number of legendary campaigns with the mod & I can simply say without this mod, the game is almost not playable.
2- the only problem in my opinion is how the factions treat their "unique" units, Gongsun Zan for instance, spams the bow cavs, they are interesting to play against, but they will most definitely lose any offensive siege & the ai overestimates their power all the time & this makes the faction do very questionable stuff. it is better to keep a balance like 30% melee, 30% ranged & 30% cav in all forces (the remaining 10% can be anything) .
The following changes have been made:
- Militia and Peasant units have been completely removed from the starting retinues of all generals and replaced with stronger units.
- Found a way to make the updated garrisons fully appear at the start of a campaign.
- All Yellow Turban resource settlement garrisons have been reworked. They now get two retinues on level 3, 4, and 5.
- Tao Temple in Pengcheng has received a new elite garrison with two retinues.
- Tao Qian resource settlement garrisons have been reworked. He has two retinues on level 3, 4, and 5 now.
- AI recruitment cost for Militia and Peasant units has been increased to 3000% more than the vanilla cost (from 900%). This change was made because some peasant units were still cheaper than some high-tier shock cavalry units.
Thats all for this update. Check the update log for the exact details if you are interested.
Cheers,
Dako
in a nutshell : this is the mod for you , if you are a legendary player who wants a more challenging campaign. playing multiplayer head to head on this mod must be a great idea... :p
And no, you don't need the reforms for the units to unlock the garrison units.
I know about this issue, but it can't be fixed, as the default garrisons are "hard-coded" into the game, meaning that they can't be altered with a modding tool (to my knowledge).
They need to be refreshed in-game, either by upgrading/downgrading the settlement until the garrison level changes, or by conquering/losing the settlement.
I noticed that in some cases the rebellion's garrisons are still like the vanilla. this means for instance , Ma Teng has an easy job capturing Wudu, but with Dong Zhuo I faced a proper garrison in Anding's toolmaker. maybe this can be fixed in the next update?
Yeah, since the YT general classes are hybrids they have a lot of valuable units to choose from. I have set things up in a way that peasant units are considered extremly poor in quality compared to pretty much all other units. Maybe that wasn't enough. One thing I did with the Han units was to apply an increase in recruitment cost for the militia units (by 900%), so they would be super expensive to buy compared to any other unit. Maybe I can find a solution to make it work for the YT aswell, but I haven't found one yet.
I'll keep playing the game on a regular basis - I want to play every campaign in every start date. Considering that I'm just about to wrap up the 184 start date, I still have a long way before me. So don't worry about updates - more will come as I progress through the campaigns :D
other than this , there is nothing else that comes to my mind , at least for now. I UNDERSTAND that some people might not like your idea of using special yuan shu & liu bei units for garrisons of random settlements , but I like it. they are strong & respectable units and I dont see why not :D overall, I am very happy with the mod and I wish you best of luck and PLEASE KEEP IT UPDATED
8)
Interesting that the YT are still recruiting that many peasants. In my own campaigns I found them using their better units quite often. Might be fluctuation or them deciding not to call back their initial retinues. Many generic character spawn with militia / peasant units, and sometimes the AI doesn't disband those units but rather keeps them. Thinking about it though, that is an easy fix for a coming update
I also checked Expert AI, and it seems to be a very good mod aswell. A lot of good stuff in there, might give it a try in my next campaign!
Regarding Dong Zhuo, this is also how I like to test my mods. :D
Cheers, Dako!
That's nice to hear! Thank you! :)