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报告翻译问题






At first I thought it was broken because the highlights were not displaying; however, I read elsewhere that for mods to work you need to actually start your game from the mods menu. When I started a game from the mods menu, this mod's highlights showed up just fine.
As an additional aside, I'm not seeing any problem with the ETA function. Maybe slightly unintuitive with how it counts turns--insofar as it indicates 2 turns when unit will arrive next turn, and 1 turn when it will arrive in the present turn--but definitely working.
I fresh installed Civ to test your problem, but for me ETA isn't multiplied by ten.
Probably there's a conflict with some other mod. Try a new game with just my mod.
Otherwise into that file you should modify line 167 and 275 adding at the end /10 like
local VupUnitMoveTurnsLeft = (TupMainUnitPath.vETA - VupCurrentTurn) /10
It's a bit rough and I don't know how could be treated then double numbers...
it has been a while since I last played the game.
Your problem seems more caused by the in-game re-route system.
My re-routing works only when the last plot is occupied by another unit and sends your unit to the first free plot backwards.
It's simple to know if it has been re-routed by my mod, when you select the unit you should see one or more white plots after the last red (if you haven't customized the colors).
Let me know.
Thank you
One thing I've noticed that is a bit frustrating. If I send a unit someplace and there's another (different civ usually) unit in the way, then the sent unit automatically reroutes EVEN IF it could get through the unit. E.g., a horse sent to a hex on the other side of a mountain pass. If, say, a city-state unit blocks the path then the horse will reroute even if it could pass through the city-state unit and reach the destination in a few turns. Then when the city-state unit move 'out of the way' the horse resumes the original path ... but if the city-state unit moves back, the horse is rerouted again. This can happen several times. Any way around it or do I just have to take manual control of the horse?
Yes, re-routing works only with military units and it's supposed to be like that.
I won't make Settlers or other civil/defenseless units auto re-route so the user can prevent their doom.
@thedeliriousdonut
Thank you for your effort trying to figure out how to make it work in multiplayer.
Maybe in a distant future it will :P
@crashburn274
Thank you
If it's supposed to be like this, could you make it work for Settlers as well?
When I hosted, it kicked him at the lobby saying he didn't have the Mod Manager open. Of course, neither did I, but there's clearly a file that thinks I do, so if I find that file and delete it, I'm pretty sure I can get it to work clientside. Alternatively, I have no idea what I'm talking about and this will all be for naught.
Maybe if I fail, you can contact bc1 and see if you two can get it working in the next version of the Enhanced User Interface Mod so it can be used clientside. My friend and I won't be playing until tomorrow, so I won't have results until then.
Is this possible with this mod? I've been moving folders around and renaming a couple of things, but with my rudimentary understanding of what I'm doing, everything is mostly blind.
@GB.FlyveHest
I haven't played my MOD in multiplayer. I've enabled the support for a friend to test his Multiplayer MOD Manager aka "MP Modmanager".
But he also found some issues and pointed to a fix but had no time to test them
@emniko91
That's strange. Smart AI Beta should interact only with AI behaviour.
Probably it's something related to the change of the core DLL and since also "MP Modmanager" modifies it (if I rememebr right), I think that my MOD isn't compatible with that sort of MODs.
I should update the descritpion.
If I will ever have a bit of spare time I'll look into these issues for sure, since I would like to add something more, but at this time I don't know when could happen.
We both have the mod subscribed and enabled, but when we start a match, it does not work.
Let me know. Bye.
I don't know really...
You could try to run a new game only with mine and those two MODs and see what happen and, as I done, trying with mine and just one of them...
Furthermore you can try also these steps (always start a new game):
1) Unsubscribe my MOD then go into "Documents\My Games\Sid Meier's Civilization 5\MODS" and delete "Unit Path Viewer (v 10)" folder if still exists.
Start the game, go for MODs and use the "Get MODs" button to subscribe again.
I usually install MODs this way since it seems to give me less troubles.
2) Unsubscribe, delete my MOD folder as in point 1 and then clear all the content of the "cache" folder located at "Documents\My Games\Sid Meier's Civilization 5\" and subscribe again.
Let me know...
Johans Medium sized GK Earth Map (v.1)
Info Addict GNK (v.19)
Extended Resource Display (v.4)
City Banner (.10)
The "Resource" label is absent from the top right title bar.
The Border expands trun length is missing from the city banner.
I tried them both separately with mine and then all together but I've found no issue, mine and theirs were working fine...
Maybe others MODs conflict with those or can you explain exactly what happens?
Thank you for reporting, I'll try them and see...
@karmapolizei
At this time no. I don't own Beyond Earth.
But if you like, or someone else, you can use my code to build a mod for it.
I was curious if you had any interest in discussing the pathing algorithm and displaying it with me, we might be able to combine our mods or figure out the best way to get what we were both going for. I don't care about internet cred or anything so for all I care you can have all the credit, but it'd be interesting to pick this up again since I haven't looked at it in forever. If you looked where I did, you probably saw the same stub code that was left in the game where it looks like they started to implement the perfect function but then gave it up for whatever reason, at least if memory serves. If you're interested, e-mail me at ssb AT my username dot com. Take care!
Good suggestion, If I will ever have a bit more time I'll try to make it!
@Everyone
New update, just made easier for you to change the colors of the hexes.
It was already possible but now is easier :P
Remember to copy the original file and also your modified file (before and after) so if you make some errors you can fast restore the working file.
But most important when I will update the mod, the old version folder will be deleted so KEEP YOUR MODIFIED FILE SOMEWHERE OUTSIDE THE MOD FOLDER.
Bye
Sorry for the inconvenience and thank you very much.