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骑马与砍杀MOD Diplomacy 4.3 - Mrcmod and bugfixes 外交4.3错误修正

骑马与砍杀MOD Diplomacy 4.3 - Mrcmod and bugfixes 外交4.3错误修正

发布用户:bity_1700368256发布类型:转载

原创作者:mrclopes所在平台:互联网

发布日期:2023-07-19 13:06:18更新日期:2024-10-27 00:58:30

是否开源:否是否免费:是

审核人员:甜面酱(违规侵权资源,点击直接联系可快速删除!)

模组标签:功能性运行环境:骑马与砍杀

浏览次数:3

MOD介绍:

Diplomacy 4.3 - Mrcmod and bugfixes 外交4.3错误修正

这是我对外交4.3的个人修改。通常,此mod通过扩展其功能并添加其他功能来增加沙箱潜力。我将尝试列出我能记住的所有内容:

1.2更新和修复(应与以前版本中保存的游戏兼容)

解决了如果他们交换王国,被遗弃的英雄女士不能被接纳为附庸的问题;

Npc领主现在将与其他领主交换封地,以保持他们的财产彼此接近;

战术对战斗优势的影响已经翻倍(玩家和npcs);

不能雇用佣金少于-5的雇佣公司;

当玩家是一个派系的统治者时,攻击中立/友好的政党会产生“casus belli”和/或打破他们拥有的任何条约

主要特点:

如果他们愿意的话,12个首发王国加上2个因球员上升而失败。非本土王国实际上由前伪装者统治。

杀死其他领主和国王的能力。

能够任命一个玩家王国的新王。然后你可以离开,或留在派系作为附庸。

可以嫁给NPC Kings / Queens并成为王国的统治者。它的作用类似于外交伪装者婚姻,但有一些修改。

2个新的派系部队树 - 这个部队使用我从Freds一堆盔甲中取出的物品。

雇佣党可以由王国领导人雇用。他们是来自自定义战斗模式的本土部队。

一般而言,添加/扩展/修改了许多关于管理王国和附庸的功能。

来自Diplomacy和Native游戏的错误修复:

固定同伴的婚姻。

改变以扩大对王国英雄女士的支持。如果他们的丈夫/监护人去世,他们通常会成为英雄。

玩家副本将不再作为逃兵(希望)产生。

修正了有关玩家配偶的一些问题,并扩展了它的功能。

当一个王国被击败时,它们将被妥善地摧毁并重置与其他王国的关系。(没有与失败派系的永恒战争)。

玩家可以采取的许多行动,以便在不向部长宣战的情况下获得负面关系,这种行为已不再可能。我可能会错过一些,但这个想法是不允许玩家派别在没有宣战的情况下与其他王国建立负面关系。(我改变了宣战的方法,你可以使用同样的“借口”NPC使用)。

次要功能和变化

部长:改变玩家王国的颜色

部长:宣战的新方法

部长:雇佣佣兵公司

部长:辞去封地

囚犯:审判死刑/保释/免费

领主/同伴:与参加重大赛事,围攻/大战的各方取得联系

领主/同伴:管理他们的技能/设备。

领主/同伴:改变他们的声誉/个性。

物品:一些来自Freds一堆盔甲的物品。

项目:食物/士气如何运作的变化。一般来说,更容易保持士气和你的部队喂养。

项目:添加了许多书籍,每种技能和属性一本。(删除了库存时提供+技能的书籍)

物品:可以通过与镇武器,武器史密斯和马商谈话来升级物品。

战斗:战斗规模加倍。但不是围攻,因为我觉得他们不能支持更多的军队。但是我增加了围攻其他阶段的规模。

战斗:当你不是任何一方的盟友时,可以在任何方面加入战斗。

玩家:技能跟踪现在用于确定您是否可以捕获失败的领主。在10 + 4(14)级,他们没有机会逃脱。

玩家:改变说服力使用魅力。

玩家:改变玩家党的规模,以与NPC领主/国王相同的条件工作。

玩家:抢劫技能现在用于确定玩家/领主抢夺村庄的速度。

任务:改变一些原生任务,以减少烦恼/更容易。此外,一般来说,增加了他们的奖励。

任务:增加一个新的政治追求,以促进英雄领主/女士之间的婚姻,你可以从部长或配偶得到它。这比解决争吵的优先级低。所以,你不必为了得到Solve Quarrel任务而这样做。

任务:将政治任务的时间从7天减少到3天。

任务:公会大师现在将显示一个随机列表,而不是随机任务。

改进:可以在村庄建立3项新的改进

改进:学校现在每周给予+1关系,而不是每月,也可以在城镇建立。

改进:工厂现在将理想的繁荣提高了20%,并没有提供初始繁荣奖金。

经济与管理:可以从村长对话中改变村庄文化。

经济与管理:从公会主对话管理城镇贸易路线的能力。

部队:增加了一个雇佣神枪手作为原生雇佣兵弩手的升级版。

部队:增加了一个新的佣兵部队树,外国冒险家 - >外国狙击手 - >外国海盗,他们使用燧发枪手枪对盾墙很有效,但比任何其他部队都要脆弱得多。

部队:扩展匪徒队伍树到3层 - 通常他们可以升级为步兵,远程和装备单位。

部队:Khergit树已被修改,他们的较低层单位现在没有马但略强。

部队:增加了一个新的Khergit Lancer,原来的Lancer实际上是Khergit Veteran Lancer。

外交:全国人民代表大会王国之间的联盟只有在他们和平相处的情况下,才能引起全民战争。

外交:派系领导人现在可以辞去城堡或城镇,如果他们有无封臣的附庸。

其他:一般来说,有关中心和领主的说明信息更丰富。

其他:报告菜单和外交选项中的一些新信息和选项。

已知的错误/问题

女士/同伴都是“可移动的”,这意味着你将能够驻守你的夫人配偶和派对同伴。不要这样做,这将导致它们重复。它们是可移动的,允许你将它们添加为囚犯,但不能作为驻军。

当一位同伴部长即将从你身边返回时,你的阵营已被击败或你的法庭不再存在,它将显示“错误脚本 - 除以-1”。但是它不会在游戏中造成任何问题。

某些对话框或菜单中可能会显示错误的字符串,但不常见。这是由写入另一个的相同字符串编号引起的。

(新)有时候一个活跃的领主的女士会有一个糟糕的横幅ID,你可以通过与她交谈来修复它 - 问一些事情并选择(调试)修复横幅对话框。

对话框/菜单中可能存在许多拼写错误或写错。对不起,我会尝试修复,因为我在玩游戏时遇到它们。

最后的注意事项:某些功能可能会让游戏更容易或被利用,但mod的目的是增加沙盒的潜力而不是其他任何东西。如果你觉得做某事会让游戏变得简单,那么简单就不要那样做了。

This is my personal modification of Diplomacy 4.3. In general, this mod increase the sandbox potential by extending it's features and adding others. I'll try to list everything I can remember:

1.2 updates and fixes (should be compatible with saved games from previous versions)

fixed a problem where disposed hero ladies could not be accepted as vassal if they swap kingdoms;

Npc lords will now exchange fiefs with other lords in order to keep their holdings close to each other;

effects of tactics on battle advantage has been doubled (player and npcs);

cannot hire mercenary companies that you have less than -5 relation;

when player is ruler of a faction, attacking neutral/friendly parties generates a "casus belli" and/or break any treaty they have

Major features:

12 starting kingdoms plus 2 defeated for player to rise if they wish. The non-native kingdoms are actually ruled by the former pretenders.

Ability to kill other lords and kings.

Ability to appoint a new king of a player kingdom. Then you can either leave, or stay in faction as vassal.

Can marry NPC Kings/Queens and become a co-ruler of a Kingdom. It works similar as Diplomacy pretender marriage, but with some modifications.

2 new faction troops tree - This troops uses items I took from Freds bunch of armours.

Mercenary parties can be hired by kingdom leaders. They are the native troops from custom battle mode.

In general, many features about managing a kingdom and vassals have been added/extended/modified.

Bug fixes from Diplomacy and Native game:

Fixed companions marriage.

Changes to extend the support for kingdom hero ladies. They will usually be made a hero if their husband/guardian dies.

A player duplicate will no longer spawn as deserter (hopefully).

Fixed some problems regarding player's spouse, and extended it's features.

When a kingdom is defeated, they will properly be destroyed and reset relations with other kingdoms. (no more eternal war with a defeated faction).

Many actions a player's could do in order to get negative relation without declaring war from minister are no longer possible. I may sitll missed some, but the idea is to not allow a player faction get a negative relation with other kingdom without declaring war. (I changed the method to declare war, you can use the same "excuses" the NPCs uses).

Minor features and changes

Minister: change player kingdom color

Minister: new method of declaring war

Minister: hire mercenary company

Minister: resign a fief

Prisoner: Trial to Death/Bail/Set Free

Lords/Companions: gain relation with parties participating in major event, Siege/Big battles

Lords/Companions: Manage their skills/equipment.

Lords/Companions: Change their reputation/personality.

Items: Some items from Freds bunch of armours pack.

Items: changes in how food/morale works. In general will be much easier to keep morale and your troops feed.

Items: added many books, one for each skill and attribute. (Removed the books that gives +skill while in inventory)

Items: can upgrade items by speaking to a town armorer, weapon smith and horse merchant.

Battle: doubled battle sizes. But not on sieges, as I feel they can't support more troops. However I increased the size of other phases of siege.

Battle: can join battles on any sides when you are not an ally of any of them.

Player: skill tracking are now used to determine if you can capture a defeated lord or not. At level 10+4 (14) they have no chance of escape.

Player: changed persuation to use Charisma.

Player: changed player party size to work under the same terms as NPC lords/kings.

Player: looting skill are now used to determine how fast a player/lord can loot a village.

Quest: Changed few native quests in order to make them less annoying/easier. Also, in general, increased their rewards.

Quest: Added a new political quest to promote marriage between a hero lord/lady, you can get it from minister or spouse. This have lower priority than solve quarrel ones. So, you don't have to do them in order to get Solve Quarrel quests.

Quest: reduced the time of political quests from 7 to 3 days.

Quest: Guild masters will now display a random list instead give a random quest.

Improvements: 3 new improvements that can be build in villages

Improvements: school now gives +1 relation per week instead monthly, and can also be built in towns.

Improvements: mill now increase ideal prosperity by 20% and do not give initial prosperity bonus.

Economy & Management: can change culture of villages from village elder dialog.

Economy & Management: ability to manage the trade routes of a town from guild master dialog.

Troops: added a Mercenary Sharpshooter as an upgraded version of native Mercenary Crossbowman.

Troops: added a new mercenary troop tree, Foreign Adventurer -> Foreign Pistoleer -> Foreign Buccaneer, they use the flintlock pistol and are very effective against shield walls, but much more vulnerable than any other unit.

Troops: extended bandits troops tree to 3 tiers - generally they can be upgraded to an infantry, ranged and a mounted unit.

Troops: Khergit tree has been slighted modified, their lower tier units now don't have horses but are slightly stronger.

Troops: Added a new Khergit Lancer, the original Lancer are actually Khergit Veteran Lancer.

Diplomacy: alliance between NPC kingdoms only if they are both at peace, to not cause a war of all vs all.

Diplomacy: faction leaders may now resign a castle or town if they have fiefless vassals.

Others: In general, notes about centers and lords are much more informative.

Others: Some new information and options in Report's Menu and Diplomacy Options.

Known bugs/ problems

Ladies/companions are all "movable", this means you will be able to garrison your lady spouse and party companions. DO NOT DO THIS, this will result in duplicates of them. They are movable to allow you to add them as prisoners, but not as garrison.

When a companion minister is about to return from you by either, your faction has been defeated or your court no longer exists, it will display a "ERROR SCRIPT - Divided by -1". however it doesn't cause any problems in the game.

A wrong string may be displayed in some dialogs or menus, but not very often. This is caused by the same string number being wrote over another.

(new) Sometimes a lady who were made an active lord will have a bad banner ID, you can fix it by speaking to her - Ask something and select (Debug) Fix banner dialog.

There is probably many typos or bad writing in dialogs/menus. Sorry about that, I will try to fix as I encounter them while playing the game.

Final note: Some features may get the game easier or exploitable, but the intention of the mod is to increase the sandbox potential over anything else. If you feel doing something makes the game too easy, simple don't do that.

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