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
it is an interesting idea.
but can i ask you, do you make this mod with knowledge of history of military of three kingdom age?
or just transfer the military of medieval European military into three kingdom style???
In addition, due to some reason, replenishment takes forever. I found Yuan's start absolutely impossible and miserable from this, because he would spend several years preparing just to conquer the next town.
At some point i question if this is worth it. the battle mechanics sound fun, and i liked the challenge of the battle, but when every victory in the first ten turns is a Phyrrich, followed up with years upon years between fights due to replenishment, im questioning the overworld balance
Its much better than vanilla.
For example a militia archer unit prob would not be able to beat a melee buqu cav unit even if it charged from the front IRL, in this mod they can. Obviously in game play you don't want to use your cav that way. I just think some stuff needs tweaking.
Cav is def way OP in vanilla
Mod will have higher FPS hit because unit sizes are increased (by quite a lot), so u would need to reduce that in graphics settings if its too much for your PC. (this impacts CPU use the most)
Sol-A1
If mod is crashing you likely have something (another mod) conflicting with this mod, or its not d/l'd properly and is corrupted
@FibonacciSpiral
Don't agree, some archer units actually can stand ok in melee. It really depends on the cav unit and archer units in question as to how the perform in this againts each other, the differences can be large depending on specific unit match-ups. Same with infantry vs archers/cav. Archers are far too weak in melee in vanilla.
Light cav for example is "mainly" for chasing units down and harassment. Any cav is never meant to be front line unit either. (in vanilla light cav are too effective imo)
BUT I do think it needs a few tweaks to cav effectiveness and ranged units melee (esp weaker militia units)
What you have done with combat ai is great , def feels smarter., more flanking , using terrain.
I like how archers work in this too. I like in general what you have done
And auto resolve is broken in most tw games, it always tends to favour ranged units
Summary:
In my testing I believe mod still needs a bit of tweaking. Cav is a little to weak and missile melee a bit too strong. (esp the weaker militia ranged units)
With regards to the cav not being so ridiculous I think that is totally fine. "Even a fierce tiger is no match for a pack of determined wolves" Stronger units will tire and fatigue over time so even the archers with them little swords in mass can bring down stronger units.
just enjoy it and plan around it. However that river movement that Warlock mention is a thing since darn TW3K lacks naval battles :(
Any case good work and let me know when you will make a submod to take out the flamethrower and the counter weight trebuchet :) :) Cheers!