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报告翻译问题






Quick point - the Bastion model. I'm not sure the Naval_Carrier03P_AttackBPortLeft.gr2 model works correctly.
I am reworking the attack animations, but when attacking from the left, the model will line up correctly, facing port-side to the target, then the right side guns fire.
All the animations are set up correctly.
So, for some reason, even when events 2100, 2160, and 2180 are called for, the model seems to use one of the StarBord side attacks (1100, 1160, 1180).
Still, these are beautiful!
Thanks!
This 'mod' is an incredible resource for applying the assets provided to your own work.
Good luck folks.
if you don't want us to, that's fine. we will 100% credit you in the description of the mod for your hard work.
Awesome! When do you think the hybrid affinities might get put in? I'm wanting to start a project (a story based off of a civ playthrough) and I'd love for the hybrid units to be in the playthrough.
@Rabid Mongoose I dunno about that. It may be compatible. The thing is Vox Populi is a bit large and complex, and so the compatibility implementation would take some time... Gotta see it after some other things are done.
@doggie0503 Yet have you tried the link in the description? Unfortunately many mods recently are having this Workshop issue. Just try the manual installation link provided below.
@Ramadhan Suami Somi I mean, that kinda defeats the purpose of this mod. I thought of doing that both games have so distinct systems... Furthermore BE doesn't have CIV specific units, it's all from affinity progress. This mod tries to give you that choice, aswell: Eash affinity has it's own bonus per unit and consumes different kinds of resources.
I'm also hoping for the Drone Cage, the Throne, and the others. Maybe even some wonders like The Crawler, the Halron* Chamber, and the others.
*Mind my spelling if that is spelled wrong.
@kkeday I thought about it when I can unpacking the models. But the game mechanics are just too complicated... unless... (idea time: so I could add the satellites as air units so they could be immobile and could be stationed in cities... uhm, gotta see that.)
I now know how to fix the tech textures, just waiting to write some lua script for the techs effects. The purity ship thing I found out it's really a model problem and it's a firaxis' issue that simply cannot be resolved (alas the unit still fully works besides that, the sounds, the moving anims and effects are all there).
The explorer issue I do not know what's causing it but I suspect it is due to the model being a normal foot soldier and a wheeled rover. The issue is that I only have the model for one (just says explorer) and cannot find the other one. Might be solved in the future
The Missiles in the rover I kinda find it fun how they are now but it is a bone problem and related to the model itself.
@DJ Spicy Deluxe Yeah, so apparently the bigger res pictures for the techs (the ones that appear when you are currently researching them) show up, so it means that I need to create a new ATLAS file with smaller res for the other instances.
@NightRaven Ok, no problem, I understand that! Just make sure that you try the direct link if you still want the mod.