[BTS] The History of Three Kingdoms

I had played this mod about a year ago, and eventually removed it because the AI's turn sequence was too darn slow on my (low end) computer. I'm delighted to see this has been fixed in a great way! At least the turns are completed in a reasonably timely manner, which makes the game so much more enjoyable.

Massive kudos here! :goodjob:

I really liked a lot of the game features and the consistent design theme. Here are a few issues I have (not everyone will agree with me -- that's okay, I'm just posting my two-cents' worth. I'm not looking for an argument.)

1. There ought to be an optional version for non-Chinese-speaking gamers. In particular, it would translate the names of the leaders/factions into English. I normally would not support this approach, because it is cool to have the original Chinese names, BUT the learning curve is a real problem with this many Civs in play at the beginning of the game. To a non-Chinese speaker, the names are horrendously confusing.

2. The system of the war leaders/legions and their special promotions is very good. You might want to double-check the text that appears when mousing-over their promotions. A number of them are poorly written and hard to understand. Some of the tech names seemed pretty clumsy. Please don't take this the wrong way--IIRC these kinds of problems were far more common in the last version I played, so it looks like a definite effort was made in that area. Thanks!

3. Although the AI turn cycle moves along very nicely now, the game does bog down quite a bit in the long run. Part of this I think is because of the mounting slugfest trying to demolish one stack of doom after the next. There ought to be some way of limiting the number of units on the board, or the sizes of the stacks (good luck here!) This is nuts.

4. I had a problem with the heavy crossbowmen, in that they were nearly impossible destroy. Again, this required massive numbers of siege weapons sacrificed in order to kill off a few units. I didn't like that. It slows the game flow a lot. Have you considered using ranged bombardment rather than forcing the player to actually hurl the siege machines at cities in suicide attacks? This might help in that the player wouldn't have to constantly rebuild mountains of siege machines all the time.

5. Just a thought here--why not give light cavalry a base move of 3, and heavy cavalry and armored chariots a base move of 2? It would make the light cavalry more useful without busting the game balance.

6. It might also be a good idea to allow sacrificing patriarchs/holy men/missionaries to reduce the length of unrest in conquered cities. This would accelerate the game flow a bit. (???)

All in all, great mod, guys! Thanks for the new version.
 
The legion system is bloody brilliant.
 
I had played this mod about a year ago, and eventually removed it because the AI's turn sequence was too darn slow on my (low end) computer. I'm delighted to see this has been fixed in a great way! At least the turns are completed in a reasonably timely manner, which makes the game so much more enjoyable.

Massive kudos here! :goodjob:

THANKS!

1. There ought to be an optional version for non-Chinese-speaking gamers. In particular, it would translate the names of the leaders/factions into English. I normally would not support this approach, because it is cool to have the original Chinese names, BUT the learning curve is a real problem with this many Civs in play at the beginning of the game. To a non-Chinese speaker, the names are horrendously confusing.

Good point, other player has suggested this not long ago, just haven't got a hand to do something yet. I think in scoreboard put leaderhead button right beside leader name would help.

2. The system of the war leaders/legions and their special promotions is very good. You might want to double-check the text that appears when mousing-over their promotions. A number of them are poorly written and hard to understand. Some of the tech names seemed pretty clumsy. Please don't take this the wrong way--IIRC these kinds of problems were far more common in the last version I played, so it looks like a definite effort was made in that area. Thanks!

Please give a hint as to which promotion texts are confusing since I can't tell which are, because it's me who wrote them.:lol:

3. Although the AI turn cycle moves along very nicely now, the game does bog down quite a bit in the long run. Part of this I think is because of the mounting slugfest trying to demolish one stack of doom after the next. There ought to be some way of limiting the number of units on the board, or the sizes of the stacks (good luck here!) This is nuts.

4. I had a problem with the heavy crossbowmen, in that they were nearly impossible destroy. Again, this required massive numbers of siege weapons sacrificed in order to kill off a few units. I didn't like that. It slows the game flow a lot. Have you considered using ranged bombardment rather than forcing the player to actually hurl the siege machines at cities in suicide attacks? This might help in that the player wouldn't have to constantly rebuild mountains of siege machines all the time.

In the next development cycle I'll consider these carefully, see what's the best way. Playtesting will answer lots of question.

5. Just a thought here--why not give light cavalry a base move of 3, and heavy cavalry and armored chariots a base move of 2? It would make the light cavalry more useful without busting the game balance.

This is a cool idea, I suggest try to mod it in XML, set its moves to 3 and try a game to see how it works out.

6. It might also be a good idea to allow sacrificing patriarchs/holy men/missionaries to reduce the length of unrest in conquered cities. This would accelerate the game flow a bit. (???)

May be reduce the general length of unrest in a good move.

The legion system is bloody brilliant.

The mod is bloody brilliant.

BRILLIANT!
 
i don't know if you fixed this bug or not, but sometimes my culture build sometimes completes when it not suppose to. can you fix this minor bug?

What do you mean by 'culture build sometimes completes when it not suppose to'?
 
What do you mean by 'culture build sometimes completes when it not suppose to'?

you know that after you research the "state monoply" in your game, that you can build wealth, as 50% of your :hammers: turns to :gold:, well that culture build that turns 50% :hammers: to :culture: continues to complete sometimes when it not suppose to.
 
Please give a hint as to which promotion texts are confusing since I can't tell which are, because it's me who wrote them.:lol:

Okay, I'll see what I can do.

May be reduce the general length of unrest in a good move.

Five turns per missionary sounds good.

BRILLIANT!

Yeah! :D


Another issue.

When different legions are stacked together, it's hard to tell which unit goes with which hero. I'm not sure how to make that more practical. Color-coding the little symbols on the upper left of the unit icons? Sounds like tough work.

Is there any plan to give the spy an ability to assassinate heroes? I would make it hard in general, except inside cities. This could tie into the espionage mechanics. Getting caught in the act should cause a massive diplo penalty.

The comments I made in my earlier post concerned the scenario with the map of China. I reran the game with a standard-sized random map, and it was much easier, obviously.
 
Awsome mod Dude, best i ever tried, but i still having CTD problems on early turns =/
 
When different legions are stacked together, it's hard to tell which unit goes with which hero. I'm not sure how to make that more practical. Color-coding the little symbols on the upper left of the unit icons? Sounds like tough work.

I agree with you this need work. The practical way in my opinion would be put 'number' on the legion unit's portrait.

Is there any plan to give the spy an ability to assassinate heroes? I would make it hard in general, except inside cities. This could tie into the espionage mechanics. Getting caught in the act should cause a massive diplo penalty.

No, there's no plan to add this feature in recent future. But it's a really cool idea!

Awsome mod Dude, best i ever tried, but i still having CTD problems on early turns =/

Thanks. Have you updated to patch C? If you did, please attach a save right before the CTD occurs.
 
One more thing.

When I upgrade a hero's level, say for example his melee level, it does not always allow an extra melee unit to join the hero's legion. Is this not the way it's supposed to work?

It should always allow another legion member to join... however, due to some slight bug, it may be impossible until the next turn or until the core troop has healed completely. If that is the case though, you'll notice a few other things such as not being able to change core troop ect.
It occasionally happens to me, but if nothing get's better after a few turns, but disband the legion and reform it.
 
It should always allow another legion member to join... however, due to some slight bug, it may be impossible until the next turn or until the core troop has healed completely. If that is the case though, you'll notice a few other things such as not being able to change core troop ect.
It occasionally happens to me, but if nothing get's better after a few turns, but disband the legion and reform it.

That sounds right. This problem usually gets lost in the confusion of multiple legions and their leaders stacked together. Once in a while, I stop and go down the entire list of heroes, painstakingly verifying if some have "mysteriously" gained an extra slot in their legions. Your explanation clarifies why this is happening. If the new slot doesn't work immediately, I usually forget that I once added the promotion, since I get hopelessly mixed up with the heroes' names! :D

If the extra bit of detail can be added, such as numbering the legions (I suppose chronologically) and then sorting the unit icons accordingly (and not in order of attack strength), it would greatly help keeping track of things.

Another bit of weirdness on this issue happened to me when allocating units to a legion. Depending on the unit type, the total number of units allowable in the legion varies. For example, if I select an archer, only one slot is available, total (no other choices). If I remove the archer and select a melee unit instead, it then appears I can select one more of the latter. So I can have either one archer OR two melee units. Hmmm. That didn't look right.
 
Depending on the unit type, the total number of units allowable in the legion varies. For example, if I select an archer, only one slot is available, total (no other choices). If I remove the archer and select a melee unit instead, it then appears I can select one more of the latter. So I can have either one archer OR two melee units. Hmmm. That didn't look right.

Well, that is due to the hero's ratings. If your hero has a C rating in melee but a D rating in archery, this is exactly the right behavior. If he has A in both, then you could have either four archers or four meleee. It is difficult to see what the ratings are in the current hover help, but you can see it in the hero screen. Shift-F7, then hover the mouse over all the icons till you find the right name.
 
@ StMartin

I went ahead and wrote down some suggestions on how to translate promotions (for the tooltip help). Hope this helps.

Those of you who don't want to ruin their pleasure of discovering the mod during play, don't go further.

Spoiler :
First note: in general drop the caps, unless you want to emphasize something important. They just make the text harder to read.

I included alternate wording when I could come up with one. (n/c = no change other than the caps of course). I also suggested different promotion titles as well if you’re interested. I’m sure you’ll get the idea what source I was using for inspiration here! :D

TRIUMPH – (BELLS OF TRIUMPH)
Original: 5% Chance per Enemy Hero Level to Start a Golden Age upon Killing An Enemy Core Troop
Suggested: 5% chance per enemy hero level to start a Golden Age when killing an enemy core unit

INSTIGATOR – (MAD MONKEY, or DRUNKEN MANTIS)
Original: Performing Pillage has 90% Chance of Causing the Destruction of Improvement on Adjacent Tiles
Suggested: 90% chance Pillage will affect adjacent tiles

SWEEP – (PRESS-GANG, or TYRANT GRASP)
Original: Sprawl Friendly Units Upon Pillaging Own Town, Village, or Hamlet (Chance: Town 100%, Village 80%, Hamlet 50%)
Suggested: Pillaging own urban tiles spawns friendly units (Chance: Town 100%, Village 80%, Hamlet 50%)

DO_OR_DIE – (BLAZING FURY)
Original: No Self or Enemy Withdrawal (No Effect on Siege Units Reaching Combat Limit or Commander Promotion) [...] Transform Withdrawal Chance to Strength Bonus When Attacking
Suggested: No one withdraws (except siege units) [...] Withdrawal odds become an Attack Bonus

MARKSMAN – (CLANS OF DEATH)
Original: Target Weakest Unit First
Suggested: Targets the weakest unit first

GUARDSMAN – (HEROES TEARS)
Original: Defend First Against Snipe and Assault [...]+50% Strength Defending Enemy Core Troop
Suggested: Thwarts enemy Marksmen [...] +50% Defense Bonus against enemy core troops. (Note: I’m not entirely sure what you meant here. To what does “Assault” refer? I’m assuming by “Snipe” you referred to the Marksman promotion, right?)

NINE_TERRAIN – (NINE SPIRITS)
Original: Ignore Enemy Terrain Defense Bonus in Field Combat
Suggested: Ignore enemy terrain defense bonuses (by “Field Combat” did you mean combat outside cities only?)

FLYING_WEDGE – (FLYING TIGERS)
Original: Gains +30% Strength for Every Extra Movement Left When Attacking
Suggested: +30% Strength for each extra Movement left

SOLID – (DRAGON SCALES)
Original: 40% Chance of Not Losing Hit Point When Hit by Enemy in Combat (First Strkes not Affected)
Suggested: 40% Chance of avoiding combat damage (First Strikes not affected)

TOUGH – (LEGION’S HONOR)
Original: +50% Strength Versus Enemy Legions
Suggested: +50% Strength vs. enemy core units

SHOCKING – (NORTH WIND)
Original: 40% Chance of Pushing Enemy Units on Target Plot to Random Adjacent Plot in Field Combat
Suggested: 40% Chance of forcing enemy units to retreat to a random adjacent space

DESTROYER – (FISTS_OF_IRON)
Original: Decrease Target City's defence by 40% Upon Winning or Retreating from a City Attack Combat
Suggested: If surviving an attack vs. an enemy city, reduces its Defense Bonus by 40%

MOTIVATED – (WINDS OF COURAGE)
Original: Gains +25% Temporary Strength After Defeating an Enemy Unit
Suggested: Temporarily gains +25% Strength Bonus when destroying an enemy unit (Note: by “Defeating” did you mean just “destroying” or also forcing a withdrawal?)

LEARNED – (MONKEY EYE, ‘cuz Monkey-see-Monkey-do) ;)
Original: 50% Chance of Gaining a Promotion from Enemy Core Troop after Surviving from Combat
Suggested: 50% Chance of learning an enemy core unit’s Promotion during combat

FEARFUL – (FEARMONGER)
Original: Reduce Strength of Surrounding Enemy Units by No More Than 10% Each Turn (Max 15%, no Effect to Enemy in City or Fort)
Suggested: Damages adjacent enemy units outside Cities or Forts 10% per turn (Max. 15%)

SURPRISE_ATTACK – (CUNNING TIGER, or CROUCHING TIGER)
Original: Target Enemy Core Troop First[...]Defeating Enemy Core Troop Will Reduce Morale of Enemy Units on Same Plot by 1% - 10%
Suggested: Targets enemy core unit first [...] Enemies in the defeated core unit’s space incur 1 – 10% Morale Penalty

HEROIC – (DRAGON HEART)
Original: When Defeating Enemy Hero, +20% Chance of Hero Surrender (No Effect on Hero with 100 Loyalty or is a Leader)
Suggested: +20% Chance a defeated Hero surrenders (no effect with 100 Loyalty or Leader)

SWIFT – (BLINDING STEEL)
Original: Restores All Movement When Defeating Enemy Core Troops
Suggested: Restores all Movement when defeating an enemy core unit

SHARPSHOOTER – (SIEGE MASTER)
Original: Increase Bombard Distance of Archer Unit and Siege Unit by 1 [...] Double Bombard Damage, Archer won't Miss when Bombarding
Suggested: +1 Bombard Range for archer and siege units [...] Double Bombard Damage, and archer units do not miss

FIGHTING_WITHDRAWAL – (FISTS OF FURY)
Original: When Enemy Unit on Adjacent Tile or Friendly Unit on Same Tile Retreats from Combat, 80% Chance of Launching a Free Attack Against the Winning Enemy
Suggested: n/c (Boy, you sure are splitting hair here!!)

STEALTH2 – (SHADOW LORD, or HIDDEN DRAGON)
Original: Invisible When in Forest, Jungle or Hill (no Effect in City or Fort)
Suggested: n/c

DEFENDER1 – (MIGHTY LORD1)
Original: +50% Versus Barbarian [...]+25% Versus Player Whose Official Belief isn't Revival
Suggested: +50% Strength vs. Barbarian [...]+25% Strength vs. enemy with faith other than Revival

DEFENDER2 – (MIGHTY LORD2)
Original: Captures Barbarian Enemy [...]+25% Versus Player Whose Official Belief isn't Revival
Suggested: Captures Barbarian enemy [...]+25% Strength vs. enemy with faith other than Revival

PSYCHO_ATTACK – (WINDS OF WISDOM)
Original: 20% Chance of Converting Defeated Enemy Unit
Suggested: n/c

INDOMITABLE – (INVINCIBLE SPIRIT)
Original: +50% Strength Against Units With Higher Strength
Suggested: +50% Strength vs. units with higher Strength

STRONG – (ROLLING THUNDER)
Original: Wins Combat Directly if Strength Ratio is Better than 3:1
Suggested: Automatic victory with odds 3:1 or better

HONOR – (MASTER DEFENDER)
Original: Increases Plot Defensive Bonus by 50%
Suggested: +50% Terrain Defense Bonus

FAR_SHOT – (FLYING CRANES, or CROWS OF FATE)
Original: Archer Units and Siege Units can Perform Ranged Bombard
Suggested: Archer and Siege units can perform Ranged bombardment

SEA_LORD – (PRIVATEER, or BROKEN OATH)
Original: Give Hidden Nationality to Naval units
Suggested: n/c


(Note: by the way, did you consider a promotion allowing the capture of other ships?)


SILK_SAIL – (ADMIRAL, or SEA LORD)
Original: Gains Money from Enemy Treasury When Winning Naval Combat
Suggested: n/c

YELLOW_TURBAN1
Original: Sprawal Barbarians When Winning Combat on Enemy Territory
Suggested: Spawns Barbarians when winning combat in enemy territory

YELLOW_TURBAN2
Original: Converting Enemy Culture When Winning Combat on Enemy Territory
Suggested: (I don’t understand what this actually does)

DISCIPLINED – (LEGION’S REVENGE)
Original: Gains 25% Temporary Strength When the Core Troop of our Own Legion was Defeated
Suggested: +25 Strength temporarily if own Legion’s core unit is defeated

ENCOURAGEMENT – (LEGION’S PRIDE)
Original: Gains 50% Temporary Strength When an Enemy Core Troop is Defeated by Own Legion Member
Suggested: +50% Strength temporarily if own Legion defeats an enemy core unit
 
It should always allow another legion member to join... however, due to some slight bug, it may be impossible until the next turn or until the core troop has healed completely. If that is the case though, you'll notice a few other things such as not being able to change core troop ect.
It occasionally happens to me, but if nothing get's better after a few turns, but disband the legion and reform it.

I 'deliberately' added those constraints... Well if you think they are bugs then they may be annoying, so I should double check them.

That sounds right. This problem usually gets lost in the confusion of multiple legions and their leaders stacked together. Once in a while, I stop and go down the entire list of heroes, painstakingly verifying if some have "mysteriously" gained an extra slot in their legions. Your explanation clarifies why this is happening. If the new slot doesn't work immediately, I usually forget that I once added the promotion, since I get hopelessly mixed up with the heroes' names! :D

If the extra bit of detail can be added, such as numbering the legions (I suppose chronologically) and then sorting the unit icons accordingly (and not in order of attack strength), it would greatly help keeping track of things.

I have already done some interface modifications, including adding leaderhead button in scoreboard, add hero portrait button in individual unit hover info, and I plan to add numbering to plot list's legion unit button, as well as group units in plot list according to legions.

@ StMartin

I went ahead and wrote down some suggestions on how to translate promotions (for the tooltip help). Hope this helps.

Those of you who don't want to ruin their pleasure of discovering the mod during play, don't go further.

Awesome! I will open a new thread in the development forum so we can discuss this in more detail.
 
The really crazy names are funny, but I don't really think the current promotions names need to be changed. Most of them tend to convey what the promotion does effectively, and to the point. I also see you're looking in the xml file, where all the promotion names are diffent than in play, so that might clear up some confusion.
I think your tooltip changes are very good though, they all seem to remove any awkwardness without over-lengthening the whole thing!

@ stmartin, the injured legion contraits work very well... the only thing that can even be considered near a bug is the inability to add another legion member to an injured legion.
 
The really crazy names are funny, but I don't really think the current promotions names need to be changed. Most of them tend to convey what the promotion does effectively, and to the point. I also see you're looking in the xml file, where all the promotion names are diffent than in play, so that might clear up some confusion.
I think your tooltip changes are very good though, they all seem to remove any awkwardness without over-lengthening the whole thing!

@ stmartin, the injured legion contraits work very well... the only thing that can even be considered near a bug is the inability to add another legion member to an injured legion.

@StMartin

I went back and checked the actual promo names appearing in the Civilopedia. They are different of course (and somewhat better and the rather terse XML tags). In scrolling through however, I couldn't help but have the feeling these names lacked a je ne sais quoi of dramatic flair! This explains why I was suggesting different titles that were, in my humble opinion, more comical and colorful. It's just a matter of personal preference--no harm done here, or meant.

By the way, I couldn't locate the XML file that controls the actual names of the all these promotions. Which one is it please?

I stumbled through the descriptions of the Beliefs. Pardon me if I am misunderstanding that system, but it looked like they didn't do anything different. In other words, they all provide the same Prestige Bonus--no special effect that is unique for picking one Official State Belief vs. another. Was there one I missed?

@ Kenjister

Back to Commander Promotions. I understand the way commander levels work isn't a bug after all. Thanks for the explanation. This remains however somewhat confusing and annoying. It seems to me that if I have a hero with the ability to command three melee units, as an example, I would then never knowingly add an archer level, because then that Legion can either have three melee units OR one single archer! Looks like a waste of a promotion, I think. Why is there such a limitation? It seems to me that a Legion shouldn't necessarily be limited to a single type of unit--why not allow a Legion that has one archer, one melee, and one cavalry? Arguably, commanders are usually better at mastering the tactics of one single type of troop. If this is the reasoning behind the limitation, in that case I think you may need an extra promotion that allows a hero to command different types of units within the same Legion. Make sense?

The other solution might be otherwise to determine what sort of commander this is when he initially joins the game. So for example, if you decide Hero X is a Sea Lord, then all other categories are eliminated (they just aren't offered when the Hero gains a new promotion). With this approach, you'd have to allow the hero the potential of commanding up to four units in his chosen branch. In my opinion, this would be simpler (less micromanagement and confusion).
 
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