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The future Romance of the Three Kingdoms 11 game mod we can see what interesting changes we can see

As SIRE continues to evolve, more and more creators are starting to create custom content with their own understanding of Romance of the Three Kingdoms 11. Custom content is also SIRE's improvement of game details, such as Vulcan's new tactics package, new strategy package and new status package, which shine in custom content and are now referenced by many MODs, making the game more rich and interesting.

The future Romance of the Three Kingdoms 11 game mod we can see what interesting changes we can see

However, in addition to the famous Vulcan has been working to create a variety of game experiences, the author Jiangdong Old Dream and others have also made a variety of modifications according to their understanding of the details of the game. Today, I will take a look at some of the details and changes created by The Old Dream of Jiangdong, and see what interesting details will be changed in the future MOD.

Let's take a look at some of the customizations that are already being used in many MODs.

Battlefield fog

Mist patch, replica + optimization of the mist system of retired old code farmers. When the battlefield fog is turned on, the enemy troops on the large map will be in stealthy, and their presence can be detected with their own troops' movement range, but if you directly put the mouse on it, you cannot select the unit. The Mist Pack sets the "field of view" range of different units on your side, including troops, some military buildings, and internal facilities, and enemy units within the field of vision will appear. The maximum field of view range is 5, of course, it can also be set to a smaller size, this maximum value is mainly to limit the field of view after the "reconnaissance" stunt bonus.

In the custom content, players can set their own field of view distance for various buildings and troops, and can also bind stunts for "stealth" and "reconnaissance" to make some stunts have better results.

Raise a coward

It is possible to build thieves or alien bases (replace them with stone soldiers or other military buildings). (Troop Skills)

There are two kinds of bases in 311, one is a thief base and the other is a foreign base. When a unit holding the corresponding position yangkou stunt effect begins to build the Stone Soldier Eight Array (for this example), the falling building will not be the Stone Soldier Eight Array, but the base area; as for which base it is, it depends on the attributes of the city to which the tile belongs (the type of thief soldier). For example, troops holding both the "Yangkou (Southern Man)" and "Yangkou (Thieves)" effects will generate a base area of foreign nationalities when they build eight shibing bases in cities with "southern barbarians"; when they build eight shibing bases in cities with "karasuma" characteristics of thieves, they will still be stone soldiers' eight arrays; and when they build eight shibing eight arrays in cities with "thieves" characteristics of thieves, they will generate thieves' base areas. Rogue base areas only generate ordinary thieves, while the alien types generated by alien bases are determined by the attributes of the city to which the tile belongs. This attribute is bound to the city ID, and modifying the thief type attribute of each city pool is not covered by this package.

After the emergence of the base area, thieves will be generated, and the speed of the thief can be adjusted (since only one injection site has been found, the probability of the thief on the 11th and 21st of each month can only be adjusted). If the faction of the base is the player, the generated thief is also the player, and the thief can be controlled by the player. Generated Thieves use a special ID from the 1000th onwards, and if the player controls their entry into the city, the Thieves will disappear and the money and food they carry will be included in the player's stronghold. Some players use this rule to brush money and grain, but it is necessary to point out that this is not a bug of the custom package - at the request of a brain hole faction moder, this package opens the two settings of "construction completed to become a thief force" and "the speed of the thief of the force", but if it is used personally, it is strongly recommended to use the preset configuration, do not let the thief troops belonging to the player's force appear on the large map.

The future Romance of the Three Kingdoms 11 game mod we can see what interesting changes we can see

Count to go to random

For a single calculation, the success rate of the calculation is a fixed value, comparing this fixed value with the set threshold, greater than or equal to the threshold is determined to be successful, otherwise the calculation must fail. In this package, this threshold can be set separately between the player and the AI, and at the request of a brain-hole moder, the option of "success rate below the threshold is not necessarily failure" has been added.

The need to release the success rate of the strategy to be randomized has long been there, the previous brain holes are the intelligence difference is greater than X must be in the middle of the class, but this solution is to abandon the original success rate formula, so that there is no difference between the success rate of various strategies, and the second is that the code injection site is complicated, easy to conflict with other packages (such as the success rate modification of a certain strategy). And this package directly from the end of the successful judgment of the strategy, does not modify the success rate of various strategies themselves, but changes the way of judging success or not, simple and direct; there is also an advantage that it has a high versatility, even if other packages have made various magic changes to the success rate of the strategy, the random package can be used.

Memories team up

After there are more military generals in a city, every time you go out on a campaign, you have to select military generals for a long time, which seriously affects efficiency. Therefore, there has always been a call for automatic teaming, and the earliest relevant modification is the automatic teaming of righteous brothers, but after all, it is not realistic to use the method of knotting to fix the collocation. Later, The automatic formation modifier of Mu Yu Linfeng came into being, and players can use the number group of martial artists outside the game and the use of shortcut keys in the game to lock each warrior when they go out. This package is an attempt to automatically form a team - instead of using external programs, it uses in-game buttons to automatically team up; instead of manually setting up groups, it memorizes the team information of the warriors when the troops go out each time, and the next time the troops click on the button, the warrior bar becomes the team of the last memory; the memory team information is saved in the archive, not in a separately set file. Mu Da Zhuyu is in front, and the player is accustomed to using which automatic teaming scheme, which can be decided by himself.

This package is used as follows: After clicking "OK" on the expedition interface, the team information will be automatically remembered. The next time you go out, click the "Compile XX" button, if the default main general ID has team information, it will automatically match the vice general. After the new team is confirmed, overwrite the old information. Save to the archive when you save progress.

The future Romance of the Three Kingdoms 11 game mod we can see what interesting changes we can see

This memory team information will only be updated when going out on the expedition, the troops collapsed, entered the city, the military will be captured, etc. The situation will not change the team information, if Kuang Zhang selects another deputy general on the next expedition, then the team information of Tian Peiqi and Tian Wu will be emptied; if Tian Peiqi, Tian Wu and other military generals form a team to go out, the same way, Kuang Zhang's team information will also be emptied. That is to say, the new team will cover the old team, and the old team has a military general, and the new team does not have the team information, and its team information will be emptied until the remaining military general has a new formation.

Durable patches

The Durability Pack has the following settings:

1. The player will never break through the durability of attacking enemy strongholds, and the lower endurance limit is locked to 1.

2. The lower the durability of the enemy stronghold, the higher the enemy's troop damage, and the relationship between the strength damage multiplier and durability is a smooth negative correlation curve.

3. When the durability of the enemy stronghold is 1, the maximum multiplier of troop damage is reached.

4. When the enemy's durability is infinitely high (ideal), the enemy's force damage will not be infinitely low, but tends to a stable multiplier.

5. The durability of the corresponding stronghold when the enemy suffers damage multiplier is 100% is called critical durability. The damage magnification-durability curve is uniquely determined by the three parameters of maximum magnification, critical durability, and minimum magnification. Near critical durability, force damage does not change much, and when durability is significantly lower than critical endurance, force damage is greatly increased.

6. The damage multiplier of the AI attack stronghold also conforms to the effect of this curve, but the AI can reduce the durability of the enemy stronghold to 0, that is, break the city by directly attacking the durability. This is set up to prevent pit AI, as AI forces will always set fire to enemy cities when they have only a little bit of durability left, rather than using general attacks.

Well, the above is our God Author Koto Old Dream has produced and applied mature and stable custom content in multiple MODs. So what unique creative settings will this god have next, which will appear in future MODs?

The future Romance of the Three Kingdoms 11 game mod we can see what interesting changes we can see

Grain preservation

Before the collapse of the troops, part of the money and food were transferred to their own strongholds. (Troop Skills)

The collapse of the troops is generally accompanied by the loss of a large amount of money and food, and this package can keep the money and food of the defeated troops. This bag is determined to be before the plunder, that is, the money and grain that was plundered, and the money and grain that was transferred by the "grain preservation". Transfer money and transfer food can be set separately, and it can be set whether or not to hold this stunt by default for all employees. The recommended multiplier is 100%.

Grain hoarding

When the maximum value of captured food is exceeded, the captured food will be placed in the stronghold. (Stronghold Technology)

This stunt is a stronghold skill, and if there is a warrior in the stronghold who holds this stunt, all units belonging to the stronghold have this effect. "Captured soldier food is classified into the stronghold" refers to all the soldier food captured this time, such as the upper limit of the troop food is 20,000, the army food is 19,000, and if 5,000 grain is captured this time, 5,000 grain will be classified into the stronghold, and the army food will still be 19,000, instead of retaining 1,000, the remaining 4,000 will be classified into the stronghold.

Strong construction

Construction can be done on non-constructable terrain. (Troop Skills)

Literally, with this stunt, even if there is no constructable terrain with some kind of facility in the VAN, for example, the military music platform cannot be built on the wasteland, and the military music platform can be built in the wasteland (of course, in addition to the military music platform, others can also be built).

infiltrate

While marching, you can block through enemy units. (Troop Skills)

The code logic for this effect is that when troops move, the surrounding enemy units are treated as their own. Therefore, "infiltration" can pass through enemy troops or military buildings, and even through customs ports and cities; but it cannot pass through well-built obstacles, such as stone walls and earthen fortifications.

Shadow Attack

After the success of the tactics, it will return to the position it was in before the operation. (Troop Skills)

This stunt was inspired by Li Bai of the Glory of the King. An initial coordinate is recorded before the troops move, and this coordinate is returned after the success of the battle method of the round. The initial coordinates are not returned to the following cases: no method of warfare is launched, method of warfare fails, and initial coordinates are occupied by other units (e.g. troops have just come out of the city).

The future Romance of the Three Kingdoms 11 game mod we can see what interesting changes we can see

Enemy movement visualization

Clicking on the enemy troops on the large map can also display their range of movement, what you see is what you get; the left mouse button click function is disabled, and the right mouse button can cancel the selection of the enemy troops.

Troops build effective troop strength

When the troops are building buildings, the maximum effective strength is set a limit value, which is regarded as only the troops below the threshold participating in the construction, and the higher troops will not take effect, thus avoiding the situation that the 60,000-person transport team is a city in a second per turn.

The above is the author Ofe Koto's old dream made a lot of custom modification content, I don't know what you like has been applied to the game content, and for those settings that are about to appear in the game are interesting?

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