安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Re pictures: This is the major disadvantage of having nearly 30 mods on the workshop: even if I *only* take 30 mins per mod to do pictures - that's 15 hours! And given it's not something I particularly enjoy or am good at, well, that's why it probably isn't going to happen anytime soon, unfortunately!
Re compatibility: It's probably compatible with some/all of your other MTR mods. (I saw scripted_triggers for "asian" and "mooniyang" trade routes in MTR(Vanilla), noticed that they weren't used in MTR(V), but included them anyway because I know that there are other versions.)
Re limited autobuild: I'm don't think this is worthwhile, given that the base holding is ridiculously inexpensive vs its buildings. (50 base gold for the holding vs 300-800 gold for *each* building. IE: Autorebuilding the trade post saves you ~50 gold; autorebuilding everything saves you ~5000.) Maybe there's a point in some limited circumstances (eg. 1-session very-pvp full-raiding multiplayer - encourage building a tradepost, discourage but don't disallow the buildings), but it doesn't seem widely useful. Unless there's something I've missed?
TP razing while sieging is most likely the stupidest mechanics - why on earth would anyone razed the most profiting asset in a county one wants to own? However there can always happen a collateral damage and perhaps it would be possible to add a game option for a more difficult scenario where there is only some chance for a buildings not to get destroyed and only a TP itself guaranteed rebuild? Just an idea... ;)