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I have to say I never considered this option as it have many undesirable impact for me :
- make fast moving units like horses even stronger
- pillaging become extremely difficult to setup
- stealth units become easy to locate
- civs with unique improvement disadvantaged since conquering a tile even just for a brief moment removes the improvement (IIRC, except feitoras)
IIRC the check is made at end of turn, so your change it would require more than just modifying a variable but a ,relatively small, code change. I may find the time/motivation to do it in the coming months but i can't promise anything. Alternatively you can try to set the fortification turns to 0, then I guess at the end of every turn the units would claim their tile without even needing a full fortification.
If the conquest on walkover thing was there, I think it would be working better with AI
Another question: can I somehow simply get this mod to conquer tiles simply by walking over them, pretty much like the Cree trader does? That would increase the risks of war, make the game more realistic and remove the need for AI to be tinkered with. Simply: an invading army takes what it walks over and you will have to take it back.
I have no coding skills unfortunately, but isn't that deletion work to make your brilliant idea code-simpler?
Conquests are permanent. No need for a deal. But of course they can be taken back the same way.
The AI has the same benefits, all players are equal in that regard in solo or in multiplayer. BUT I have not altered the AI decision-making, it is not aware of this and don't expect it to intentionally use it or plan for/around this option.
@emikorn I am not aware of it working on water. Technically it checks all units to see which ones are fortified. Maybe if you put a plane in an aircraft carrier it does count as fortified, or maybe some effects that allow you to heal naval units outside of your territory count as fortified (all but submarine-type can have it). Would be great if you had a saved game for me to check why it happens.
@Fifthcolumn Thanks! Maybe I haven't advertised it well enough. Anyway I made it for myself and shared it for those who want. As long as the ones who actually use it are happy with it i'm fine :)
are conquests permanent? Do they have to be ratified in a piece deal?
Does the AI use it?
To do so open the script file (usually \Documents\my games\Sid Meier's Civilization VI\Mods\TileConquest\LUA\TileConquest.lua) then change this line :
local fortifyTurns = 1
1. The mod is actve in your game (press escape and in the bottom of the menu you will find the list of active mods. Scroll down the list and look for "Tile Conquest")
2. The game counts full fortification turns. If you fortified after moving the unit in the same turn it usually doesn't count. Try waiting one or two more turns while being fortified.
3. The tile you try to annex is adjacent to your territory (no annexing an isolated tile, you have to move your borders forward step by step)
4. The enemy tile is not a special tile (districts, national parks and wonders can never be annexed)
5. Tiles adjacent to an enemy city-center or encampment are also protected and cannot be annexed.
6. Finally tiles that are too far away from your city (more then 9 tiles distance) cannot be stolen
I think making sleep do it could work for sea tiles, and I don't know if it would matter if it was an embarked unit or not; if your navy is so weak you can't stop a Builder from patrolling your seas, you deserve what you get lol
Now if only someone could make a tile trading and land claiming mod, this game would be complete....
Thanks for your feedback, I did not think of those two situations.
I'm seriously considering options here, but it's not so easy to settle for a solution :
I could solve the issue for water tiles by trigering it when putting a military unit to sleep, but I have to check it's not an embarked land unit (and it wouldn't be possible to configure the number of turns).
As for mountains, I found no option. Helicopters can't cross mountains anymore, and air units can't deploy over enemy territory. The only viable option for my modding skills would be to allow land units to annex all adgacent mountain tiles.
I'll keep you informed on any updates
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1614897531\LUA
- Made compatible for Gathering Storm expansion
- Now transfers ownership to the correct player both in sigleplayer and multiplayer
P.S :
As said before, you can configure the number of turns of fortification required to conquer a tile, or enable conquest with a civ during peace time.
To do so open the script file (usually \Documents\my games\Sid Meier's Civilization VI\Mods\TileConquest\LUA\TileConquest.lua) and change the lines :
local fortifyTurns = 1
local AllowAnnexWithoutWar = false
then replace 1 by any number and/or false by true
Exemple 1 (5 turns of fortifications required, conquest during peace disabled) :
local fortifyTurns = 5
local AllowAnnexWithoutWar = false
Example 2 (2 turns of fortification required, conquest during peace enabled) :
local fortifyTurns = 2
local AllowAnnexWithoutWar = true
1. declare war
2. position a military unit on a tile adjacent to your territory
3. Fortify it
4 After a few turns (one inbase configuration) it's yours
Please note that :
Districts, wonders and national parks will not be annexed (for now, I'll try doing it but may be impossible)
Tiles adjacent to the city-center or encampment district intentionally canot be stolen giving players a way to defend against annexion
It is possible to configure the number of fortification turns required and to allow annexion during peace time (I'ld recommend that only for multiplayer games as AI cannot recognise this as a "cassius belli" giving you an unfair advantage)
There is a hard limit of 9 tiles distance from the city center. Beyond that point it is impossible to annex.