Дрезден сотоварищи представляют свои наработки для глобального мода на базе Total War Saga: Thrones of Britannia. Общая идея этого мода будет заключаться в том, чтобы предоставить игроку более исторически точный и сложный опыт, сделать игру ещё более интересной. Это пока ранняя версия WIP с некоторыми изменениями в кампании и первыми наработками на тактике. В будущем будет более глубокая работа над изменениями и стратегической и тактической частей, кроме того будут изменена линейка юнитов и текстуры.
Цитата
Vassals & Titles System
- Governors are now Vassals and gain titles from ruling a province.
- Faction leaders and heirs also have their own titles.
- These titles are different for each culture type and location.
- When a governor loses his province, he becomes a Claimant for the title. If he regains it, he will regain the title.
- Vassals have increased influence, claimaints have reduced loyalty.
Battle Changes
- Current battle changes are in alpha stages. They are aimed at making things slower and more tactical/realistic. Feedback is appreciated.
- Custom battle rosters have been reworked to make factions a bit more unique. We have not redone campaign rosters yet.
Campaign Changes
- Season effects added for provinces
- Small minor town garrisons added
- All factions can now loot when taking a settlement.
- Balanced war fervor system a bit better
- Increased building cost, time and technology time
- Increased AI bonuses to help them out a bit
- The supply and food systems are a bit harder and have more of an impact, as does raiding.
- Increased various negatives from bankruptcy, fame levels, and low food.
- Increased diplomacy negatives from different culture types.
- Increased AI aggression levels and army budget allocation.
Upcoming Changes & Ideas - some may make it, others may not
- Battle system overhaul to slow things down a bit and improve the feel. I actually have no idea exactly but it will be something like Fall of the Eagles battles most likely.
- Unit roster changes and new textures. This will probably take a long time and be added as we go. We will probably start as a vanilla reskin.
- Supply system - hopefully some changes here to make it have more impact
- Increase variety between culture types for buildings and other systems
- A few other big ideas I don't want to spoil just yet, especially since I am not sure they are possible
- Governors are now Vassals and gain titles from ruling a province.
- Faction leaders and heirs also have their own titles.
- These titles are different for each culture type and location.
- When a governor loses his province, he becomes a Claimant for the title. If he regains it, he will regain the title.
- Vassals have increased influence, claimaints have reduced loyalty.
Battle Changes
- Current battle changes are in alpha stages. They are aimed at making things slower and more tactical/realistic. Feedback is appreciated.
- Custom battle rosters have been reworked to make factions a bit more unique. We have not redone campaign rosters yet.
Campaign Changes
- Season effects added for provinces
- Small minor town garrisons added
- All factions can now loot when taking a settlement.
- Balanced war fervor system a bit better
- Increased building cost, time and technology time
- Increased AI bonuses to help them out a bit
- The supply and food systems are a bit harder and have more of an impact, as does raiding.
- Increased various negatives from bankruptcy, fame levels, and low food.
- Increased diplomacy negatives from different culture types.
- Increased AI aggression levels and army budget allocation.
Upcoming Changes & Ideas - some may make it, others may not
- Battle system overhaul to slow things down a bit and improve the feel. I actually have no idea exactly but it will be something like Fall of the Eagles battles most likely.
- Unit roster changes and new textures. This will probably take a long time and be added as we go. We will probably start as a vanilla reskin.
- Supply system - hopefully some changes here to make it have more impact
- Increase variety between culture types for buildings and other systems
- A few other big ideas I don't want to spoil just yet, especially since I am not sure they are possible
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