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报告翻译问题
I have lowered the unit radius to the same level as Killing Blow, which will stop that behavior. It was coming from them kinda running into eachothers extra "personal space."
Should be fixed now. Units overall will walk through each other a bit better.
Like, units will at times micro adjust their position even without having been given a move order, with models sort of moving in place, almost in slow motion, which looks a little bizarre and which I'm pretty sure can fuck with ranged units, sometimes delaying firing action.
The original run speed of the mod made retreating impossible.
The idea is that your units march and double-time slowly (to conserve energy and to keep formation on uneven ground) but when charging break into a burst of sprint. Increasing the range gives charging a more "get there now" feature.
But that might ruin the balance vs archers, so I gotta playtest now. :)
As for the ability, probably not going to do it both to keep the mod simple (though I dont think creating new abilities creates incompatibility) and because of the concerns voiced below that AI wont really use it well and I try to make my mods challenging for the player, not just giving them a boost.
Some things I will explain away myself with headcannon. It's the Bronze Age! Thats why the Phalanx of classical Greece and the Testudo of Rome were remarkable innovations. I also really like how units dont get back into formation in this game, they just stand around, it shows a bit less organization and doctrine than the Classical period.
-AI wont use it as well as the player will
-It does add clicky clicks to the tactical game.
I decided not to add that ability to my FCS/EJP mod for Shogun 2, I will probably not do it here for the same reasons. Thanks for the feedback!
@Freglz I have not touched the fatigue tables so that this mod can be overlaid on top of Radious or Longer Combat and still *mostly* have the balance from those games.
Do you have any feedback from playing the game? I havent gotten around to it yet but if I do any work on the fatigue tables I will release that as a companion mod and then add them to my Lenny Tweaks Combined.
Baside this, messin with other systems may worsen compatibility.
Also, has fatigue been adjusted through this mod, or can we expect a similar rate of exhaustion as to vanilla?
Any other changes...*shrug* See how it plays! In terms of "mod fidelity" remember that this game, like all of life, is an illusion. If you like the illusion dont worry too much about if it is "correct." ;)
If I decide to learn how to make abilities, I'll do this one to test out, and the AI in these games will surprise you! The other thing to balance is that almost every ability will be used better by a smart player than AI.
I'm rather new to Pharaoh (literally just applying basic theory before I even really sink my teeth into playing), but in Shogun 2 there is Rapid Advance. On a 3-5min cooldown, the AI uses well enough it but cant spam it. When I got into modding these games, I realized how a lot of things that work are kinda ad-hoc, almost emergent...as far as I can tell from playing with numbers.
I can say I find Pharaoh battles more fun with this mod. :)