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报告翻译问题






Hello! this problem is usually caused by a missing expansion or DLC. Check the requirement section of the mod description and see if you own the required ones.
Compatibility:
-Require Denmark Civilization (Denmark DLC)
-Require Gods and Kings Expansion
-Compatible with Brave New World Expansion
Hi!
With that few information, its hard to troubleshoot. What i suggest is test a fresh new game with only my mods enbaled if it works then that would be a compatibility problem with another modders mod and one of mine, you can do trial and error to find wich particuliar mod and choose beetween the two.
Also, make sure that you have the required expansion or DLC, listed in the mod description you are using. sometimes it need G&k or Brave new world or in some rare case a single DLC.
Also make sure that you always load and start your modded games from the mod menu, not the single player one and once you started a game , most of the time you cant changes mods mid game, you are bound to the mod you were using when you started your game.
Hope it helps, Good luck!
in the mod description you can find a link to all my mods.
http://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=82028925
hope you like the rest of them :)
Hi Adrain!
As said in the mod description :
Compatibility:
Require Denmark Civilization (Denmark DLC)
Good day!
unable to load texture [UnitAction45_DLC_Denmark.dds]
any help would be great thanks.
As written in the description :
-Makes The 'Motte-and-bailey Fort' (From the 1066 Scenario by Fireaxis) available to workers of any civilization in normal games
=)
not exaclty like a fort, but no eras fort was like its previous areas either.
@BlouBlou [author] what are the chances of adding this to the exp gain from forts mod (or adding it to this)?
It seems like you'd go moat and bailey, garrison castle then Vauben fortress. Why they can't be used as airbases later in the game is beyond me given how there really is no modern equivalent of a fort. (Firebases don't really count as that's just artillery set to fortifgied)
- Fixed a bug where Mote and Bailey fort didnt properly removed jungle when built on it and was beeing sugested on jungle by worker on auto-build.
The normal fort arent obsolete at all versus the motte and bailey, they play 2 different role and balance is already there.
-Normal fort can be built anywhere, even outside your territory and have 2 times the defensive bonus of the Motte n Bailey (50% versus 25%). It also can be used and taken by ennemies.
-Motte and bailey can only be built in your territory, have half the bonus of normal fort and cannot be used by ennemies for defensive bonus, the Ai will know that and pillage it (destroy it) instead of capturing it. But it will do minor attrition damage to nearby ennemies.
So they are 2 different improvement and they play 2 different role.
Regards.
as said in the mod description, it requires the Denmark DLC.
Regards
I was wondering if you could tell me how you get the A.I. to use/build the feature. In my MOD I want the A.I. to build more forts. They don't ever seem to do so. Can you help me with this, or direct me in the right direction?
Thanks again.
I neither expected nor wanted the damages to stack, but I wish it favoured the 30 damage from the citadel over the 10 from the motte, since this means you can't effectively construct mottes within 2 tiles of any citadel.
I have all other tiles fully worked out in all my areas and when it set them to auto build they didt that.
Belive me or not but i am really only trying to help you by telling you.
Ps. i expect a SS next time you play. maybe of a naked settler or a dancing bear if you can get that ;P
no need for a screenshot, i play every game with this mod without the behavior you are mentioning.
Ill get you a screen shot next time ;)
But i dont have any other mods that do any thing with the workers or auto-build.
Hi Jeleen thx for comment!
in the case of castle, Fireaxis decided that its a city Building and not an improvement.
good day!
The auto-build doesnt spam these fort on jungle at all in my games, if it would be the case then the AI would spam these too and they dont they only build them in some rare case when they would opt for a fort, or a motte and bailey.
Auto-building dont do this, maybe a combination of mods you are using cause thise behavior, but if you use the mod alone or with only mods i made, there wont be any problem.
Lovely mod. would be fun if it could upgrade to a Castle. ;)
-Loki
Glad you made the upgrade! i think they stopped the DLC policy and decided to release expantion instead since G&K so you have the full game now and are cleared of any future dlcs,, only good expansions with content =)
About Dlc requirement, i know how to enforece it in the mod code, but its just need to release another version. I dont want to make a release only for this feature so i keep saying to myself ill do it but i forget everytime i update!
Thanks again!
-Loki :)
Compatibility:
-Tested for Brave New World Expansion and fully functional.
--------------------------------------------------------------------------------------------
Hi loki, You anwsered your question yourself when you said that you read in the mod description that it require Danemark DLC and that you dont have it =)
you should get the dlc its very often at -75% like not even 2$, and danemark is a cool civ.
Nope, all my mods are on steamworkshop only. If you have a problem downloading with steam you should try the troubleshooting section of this mod, its probably a cache issue and there is a solution in it.
Regards.
Finally, when you have a mod problem and cant find the culprid, instead of replaying many games to the point where it bugs, i would strongly suggest the "IGE" (in-game editor) mod in steam workshop, its very well made and its my main testing tools, you can edit, in game, what ever parameter oif your cuurent game : age, units, researched tech for any player etc... just like the old civ where you could open the map editor in game.
Regards.
I again pdonette, for the elephant promotion, you should try my "Promotion expansion pack" it give a wide promotion choice for every unit, and there is one called "Reputation" where you can get the "fear" bonus on any unit. That would do what you say.
For the individual mods, i hear you and i totally agree with you, i prefer to let users pick what he likes instead of doing bigs mod like civ Up that change everything in a single mod. It help compatibility, leave space for others modder and dont bother the users with MY choices since they can disable or enable any single effect at theuir liking.
Hi again pdonette, glad to know you already are a user of my mods =) while i thank you again for your comment and suggestion, i still dont agree with you that they are just pal;issade, read the historical info provided in the mod desc, these were pretty strong back in the middle age. Also i found that i prefered building this Motte fort and keeping a great general than building Citadel.
In my last game i built one in a choke point with a strong unit in it boosted by a great general and the ennemy were taking major attrition damage from running around the fort trying to kill mu unit, much different play style than fort wich they can just go around and ignore. Well its my opinion anyway =)
In any case, im glad you like my other mods, thanks for taking the time to comment.
Good day!
I think its ok as it is now, Fort give +50% def and These give less def but do damage, much like a mini citadel, its different. The goal is to add diversity to your fortification option and to add some flavor the the medieval era mod, mentionned in the description.
Also changing the tech requirement would diminish historical accuracy.
So no changes are planned for this mod.
Thx for your comment!
Regards.
Regard
can you?