全面战争:战锤3

全面战争:战锤3

Hecleas Grand Strategy
591 条留言
RustlessPotato 11 月 26 日 上午 7:51 
Hey there Hecleas. First of all thank you very much for this (and other) mods. I really have been enjoying them.

I wanted to know if you have any insights on the impact of the upcoming pach on this mod ? I suspect a lot, but I wanted to know if you foresee any major issues. I hardly have any time so I'm not too keen to start another campaign :P

Thank you very much
Vanic 11 月 25 日 上午 11:22 
After play with this mod for a bit I really like it, but the ONE thing i would personally like to come back is "Forced March". Simply cuz it makes traveling easier. I have literally chased the enemy cuz they won't give battle and i can't catch up to them. ALSO, if there is a way to Return an old mechanic I would humbly request a "Set Rally Point" mech. Its SO annoying when my units route, but then rally, only to just stand there facing away from the enemy. Thank you for reading, much love Friends ^_^
Iceobeasty 11 月 24 日 下午 7:06 
There is an incompatibility with Recruit Defeated Legendary Lords. Accepting the refugees of a defeated faction transfers over their upkeep even while all the lords and heroes are in the wounded state
Iceobeasty 11 月 24 日 上午 10:05 
The diplomatic penalty between marrienburg and reikland is waaay too high. It basically garantees a civil war every campaign
lavide84 11 月 24 日 上午 5:56 
Too buggy to take seriously.
awpanda1 11 月 23 日 下午 8:29 
FYI, for anybody wondering, all you need to do to make it compatible with Ai recruitment and Compostions is delete one table, the "db/cdir_military_generator_template_ratios_tables" after playing around with it there doesnt seem to be a change
Riba 11 月 23 日 下午 5:34 
Really, 10 turns of LL being wounded is already long enough.
Riba 11 月 23 日 下午 5:29 
Autoresolve was messed up, had to fight manually. Won but Elspeth died, now she is dead for 20 turns. LOL. Guess this wlll be campaign without LL then
Iceobeasty 11 月 23 日 上午 5:35 
im getting wars with no declaration
ReCoil 11 月 22 日 上午 4:03 
Hey Hecleas, how does the lord rebalance / damage taking work in this mod? I have noticed that even thought for example lord should have ward save 15% when battle starts and you look a at stats they dont have any ward save, is it because of the balance? Do lords get -25% ward save when battle starts?
siddgeir 11 月 21 日 下午 2:36 
I havent played tww3 in over 2 yrs, but I remember your mods from TWW2 - nice to see you have an all-in-one pack now! If i could be so bold, i don't think tunnel interceptions should be removed - this is such a fun decision making mechanic :)
VIEVIE 11 月 20 日 下午 7:11 
AI is completely unresponsive to staff reductions caused by corruption.
Your Mother 11 月 20 日 下午 4:02 
I really appreciate your work. I see some submods are also being presented. Is it possible to have one version that combines all these into a single mod (a grand compilation)?
Darkstrand 11 月 20 日 下午 1:10 
Does this work with the Realms of Chaos campaign as well? I'm hunting the achievements for it and want more of a challenge than vanilla. Saw your mod from a YT video by MightBeRuku and Immersion For Gaming. Love the concept! Excited to try it out!
Alexander Pistoletov 11 月 20 日 上午 10:09 
do you plan on making negative public order more impactful, to incetivise interaction?
ceburnat 11 月 20 日 上午 3:20 
There's a strange problem: if the lizards build a fog temple, all enemy armies in the province get a movement penalty. Almost 90% of the time, your army just stands in one place and can't move.
Nostryck 11 月 19 日 下午 6:20 
I just tested this mod, it adds a lot of interesting things. It’s hard to give complete feedback, as it changes so much that it takes time to form a final opinion on the modifications made.

However, I regret one thing: the changes to character traits / item stats / hero HP, and their red skill tree abilities. I understand that this fits perfectly within the goal of an overall modification, and it’s probably a good thing. It’s just that personally, I really don’t like mods that touch stats balance, and I would have liked to be able to disable these changes via MCT, as is the case for other options. Do you plan to add a way to disable this in the future?

Otherwise, thank you for this incredible mod and the amount of work put into it.
Iceobeasty 11 月 19 日 上午 11:22 
Iceobeasty 11 月 18 日 下午 6:44 
I know some of you guys have been waiting for this so im happy to announce the sub for Mixu's LL. Fully suited and booted!
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?edit=true&id=3608383896
Groovy 11 月 17 日 下午 2:17 
How do the supply points actualy work?
gorilla_cenk_93 11 月 17 日 上午 3:59 
can we have a submod for the old world ?
Alpha Gong Gong 11 月 16 日 上午 2:34 
Incroyable mod, merci! Je ne sais pais si je vais pouvoir jouer sans ^^
Question: d'habitude je joue avec ce mod https://steamcommunity.yuanyoumao.com/workshop/filedetails/?id=3032439976
qui me permet de décider quoi faire des villes que mon vassal prend (garder ou lui laisser), et de "réveiller" en vassal ou allié (au choix) une faction vaincue quand je conquiert ou colonise sa 1ère ville. Par exemple, si throt a vaincu katarina et que je lui prend kislev, je peux réveiller katarina et en faire un vassal ou allié.
Quand j'active ton mod je n'ai plus ces options, même en mettant le mod que j'ai mentionné en dernier dans le load order. Y a t'il quelque chose que je puisse faire pour récupérer ces fonctionnalités ou c'est mort?
Merci!
Iceobeasty 11 月 15 日 上午 11:39 
Here is a sub for Sigmar's Heirs for all you beautiful defenders of the empire out there
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3606376700
flecha 11 月 15 日 上午 9:32 
nope, I'm afraid ambushes are broken
Twisterowns 11 月 15 日 上午 5:23 
@Hecleas, Thanks for your reply, keep it going.
Hecleas  [作者] 11 月 15 日 上午 5:20 
@Twisterowns Thank you so much!
Hecleas AI Overhaul is included in this mod, so there's no need to add it separately.
Twisterowns 11 月 15 日 上午 5:18 
Hi @Hecleas, thanks for your awesome work, I have installed this one. Hecleas AI Overhaul, do I need to delete this and work with this new release? or both can work together?
Thanks. have a good one.
Iceobeasty 11 月 14 日 下午 7:09 
Finally got it up. Heres the sub for OVN Fimir. Check it out, if you like it you should add it to the description
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?edit=true&id=3605897273
Hecleas  [作者] 11 月 14 日 下午 12:41 
I've removed it for now because it was causing too many problems. The nerf to lords/heroes and the ranged damage nerf are only visible in campaign mode, not custom battles.
Iceobeasty 11 月 14 日 下午 12:07 
im confused on two things. Was the MCT balance configuration for lords and heroes removed? i dont see it in MCT. I also dont see any unit stat changes in skirmish setup
Yami 11 月 14 日 上午 9:43 
alright no problem, thanks for the reply.
Hecleas  [作者] 11 月 14 日 上午 9:40 
If you're talking about the forced march, no, I'll never put it back on the mod, and I can't make it modular on MCT for those who want to keep it.
Yami 11 月 14 日 上午 9:28 
yes the huge movement option on the campaign map with your legendary lord.
Hecleas  [作者] 11 月 14 日 上午 9:24 
Base stance?
Yami 11 月 14 日 上午 9:21 
could you please add the base stances? i realy miss this option. sorry to bother you.
Hecleas  [作者] 11 月 14 日 上午 7:48 
Hecleas  [作者] 11 月 14 日 上午 7:21 
Update:
🛠️ Expansion Penalty (full redesign)
The entire system has been rebuilt to make expansion penalties easier to understand and much more consistent.

How it works now:
• Every settlement you capture increases the penalty
• Major settlements push the penalty up faster
• Minor settlements raise it more slowly
• The multiplier determines how strong it becomes overall
➡️ Result: expansion feels smoother and more predictable.

Cleaner, clearer settings:
All options now include explanations so you always know what each setting does.
The penalty reacts exactly as described — no more strange jumps or missing effects.

Multiplayer improvement in progress:
First steps toward smoother multiplayer behaviour have been added.
More fixes are coming to make everything run evenly for both players.

Overall effect:
A simpler, clearer, more reliable system that matches exactly what you expect when your empire grows.
Iceobeasty 11 月 14 日 上午 6:46 
any update on the submod guide. im kinda excited to give it a go
Hecleas  [作者] 11 月 14 日 上午 2:25 
@Saturnda Thank you so much, I'll try to find a solution for "expansion penalty". Have fun then!
Hecleas  [作者] 11 月 14 日 上午 2:23 
@dsa.yer I've already internally nerfed the lords and heroes, but I've stopped making it possible via script/MCT because it caused too many problems. So for the moment, it's no longer adjustable.
Hecleas  [作者] 11 月 14 日 上午 2:22 
No, the ambush is functional.
Khorne 11 月 14 日 上午 1:39 
Same for me, every ambush is detected, no matter how hard it should for them to be spotted.
flecha 11 月 13 日 下午 3:25 
ambushes never seem to work
dsa.yer 11 月 12 日 下午 1:02 
@Saturnda thank you for solving the multiplayer problem. Everything is working well now.
dsa.yer 11 月 12 日 下午 1:00 
Hello Hecleas. The lord_and_hero_stat_balance submod is missing from your mod. Please return it so that I can make my lords weaker. Thank you.
Saturnda 11 月 12 日 上午 8:06 
Hi Hecleas

We have done some multiplayer testing and found the following:

We only get desyncs on both battle start and end AI turns with the expansion penalty module enabled.

If we disabled that single module, everything else works, all other modules work, only the expansion penalty module causes desync both in battle initiation and during AI turns.

We also found out that during AI turns the desync happens when somebody declares war on one of us (the bug that the person who got declared does not get notification is also present, but thats not an issue in a coop campaign since the other can just tell if the ally got attacked).

Hopefully this helps, we'll play with the expansion penalty disabled, we don't necessarily need that and the other changes will work well.