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






Otherwise, I would first try validating the integrity of the game files: 1. Open your Game Library on Steam. 2. Right-click on your game. 3. Select Properties from the menu. 4. In the Properties menu, select 'Local Files' from the left-hand panel. 5. On the Local Files page, select 'Verify integrity of game files'
This, followed by deleting and reinstalling this mod, should clear up anything strange going on. Just make sure you aren't using EUI. If problems persist after that, you'll have to take it to the Discord.
Thanks again for commenting and for your patience!
Do you know why?
If not, would you mind terribly if I made it? I'll give you full kudos and a link to this page.
Reason: Historical infos in Technologies in Civilopedia might be likely missing
I have worked around this by putting compatibility guidelines in the KFER_Main.lua folder in this mod's Lua folder. If you follow the instructions, your healing units will automatically use their healing ability at the start of every turn without using any movement points. You won't be able to trigger the ability manually. This is the same script that the AI uses for its healers. However, the game will be compatible with EUI.
i'm also not sure if any of the healing units work either due to this us conflict.
Looks like TheMH06's Roy of the Lycian Alliance needs a mod support from it. Lycia's religion is Elimine. It needs a hotfix, or otherwise, the AI might consider Catholicism as Lycia's religion
@Scarto
Are there any mod conflicts? Is it prevent you from building courthouse in occupied city?
for pCity in pPlayer:Cities() do
local iGetsLM = 0
if kferCityHasBelief(pCity, lightMagicBelief) then
iGetsLM = 1
end
pCity:SetNumRealBuilding(lightMagicDummy, iGetsLM)
if iGetsLM == 1 then
break
end
end
I see you moved the light magic belief check out of the pCity loop and now only checks the civ's capital city. But if I do not found my religion in my capital, or if I do not spread my religion to a foreign civ's capital the bonus will not apply (for me or for them, respectively). In that case, would it not be better to keep the check inside the pCity loop but add a variable to block further looping once a city with the belief is found?
Instead of giving 1 instance of the light magic dummy building to cities in my (ie. the founder's) civ following my religion, if I have x cities in my civ following my religion I get x instances of the dummy building to all x cities.
So like, right now I have 10 cities in my civ following my religion, and all 10 cities get +20 Science from Priests (instead of +2)...
Currently checking your lua code
Keep it up, i'm following you!
Excellent work.
@literal trash: This mod includes compatibility with all current FE Civ mods as of the posting of this comment. Mods that are released from here on out may or may not be compatible. It's up to the author of that mod to include support for FE Religions.
@Rabid Mongoose: If you follow the instructions about EUI compatibility, this mod will *probably* work with Vox Populi. However, it also probably won't be balanced at all.