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报告翻译问题






As AuraFighter said, if you were playing from a previous save it is possible you were still on the older version. Interacting with the transmitter isn't necessary for completing the map, so feel free to complete the map without it. Though if you encounter the problem again on a fresh game, do let me know.
As for the dialogue prompts, some directly effect the state of Map 4, potentially creating an additional objective for that map depending on how Map 2 played out. As for ripple effects even further beyond that, well, we'll see :v
These entities have a property called Script on Interact, which sets a script to be fired when a unit interacts with it (right-clicking). The following scripts have been crashing the game for over six months when baked into the entities themselves: Choose Option, Display Window, Grant Entities (with display window option checked), Grant Technologies (with display window checked). Basically anything that would bring up a window as a result of interacting with it directly, causes it.
I can think of a few work arounds, mostly having to deal with variables. Having an hourly event check if a custom Variable is True, adjusting the entity to set that variable to True (opening the window the next hour) and setting the variable to False when the menu is closed. But then you need a variable like that for every such console on the map. I should probably just implement that instead of waiting around for a proper fix - given one hasn't materialized in 6+ months. Thank you.
Indeed, the transmitter there has been doing that since about before October of last year, and that issue with that type of entity not being fixed for so long is one of the reasons for my current hiatus. There is another entity like that hidden in Bridges, Nowhere that likewise crashes when interacted with because the update that borked the entity type. I've left both untouched in the hopes that the Editor update unbricks Transmitter entities.
Though admittedly, the better approach might have been to readjust them to fire once via Script on Enter, which wouldn't have been ideal as the menu would only appear once... but the approach I went with has led to them being non-functional for over half a year since Numantian never corrected the problem.
Thanks for the info! I had to stop playing for a while, so I was going to play the campaign from the begining. I really enjoyed the first time I played it, thanks for this awesome map!
According to Gomez elsewhere, the team is putting all their effort to porting the campaign to consoles in November. The next editor update is coming after that.
So yeah, the tower entity is still crashing the game, and its likely to be another few months before the bug with the entity that is causing the issue is fixed. Thankfully the tower in this map and map 5 are mostly just extra lore bits, so the maps are still completable without them - but it does suck the issue has been left unresolved for so long.
I'm still working on chapter 2, but since these entities will be required for at least one of the missions I'm having to put its release on hold at least until this issue is resolved. Hopefully that means I can release chapter 2 more rapidly when the time does arrive though.
I had a like 200 Sniper, 200 Soldier, 100~ Archer army at the end all vets thanks to the Wonder. All ready for that final wave, let alone my static defenses. I was clearly very well prepared. I feel exactly like the characters do for that ending.
Never exapanded across the river, didn't lose a single unit or building and cleared the map. It was a bit of challenge, mostly due to the multiple points of attack you have to cover if you expand for resources.
As of the time of this comment that tower still crashes the game, so I skipped using it.
"This map seems to crash the game when I interact with the 'transmission tower/whatever its called' that is in the gold field in the far north.
Good map otherwise, well done."
@Steelpoint
It seems one of the recent updates borked the Console and Communicator entities, they crash the game if they end up firing a script now. I've sent a bug report to the Devs, but this one is out of my hands. Thanks for the report!
[Edit] The geist of it is that Communicator is where a -certain- transmission in the map is relayed from, though investigations are delayed to post map.
I also deleted my original comment because I wanted to edit it, but double clicking resulting in yours being removed to. It doesn't seem like I can restore them. My apologies!
Linnette has a hidden Morale stat that is affected by various events and actions throughout the map, not all of which will necessarily happen in one play through. For instance, if she is present during the Dolway conversation your response to his initial spiel might affect it. She also gets a slight boost for every Contract accepted directly from one of the mayors. You get one last chance to affect it during the conversation leading up to the turning point, after which she either stays or goes. The outcome here can result in an extra objective in map 4.
I think I've located the problem. I failed to capitalize a letter in the variable name used for the IronContract. Specifically, the condition for the resource handler lacked proper capitalization, as did part of the condition for the Iron offer's button to appear.
So basically, confirming the button would execute: "IronContract = True"
But since the trade handler, and the button's condition had the variable written as "Ironcontract" the resources wouldn't tick in, and the button remained visible. I had to click the Choose Option that governed Paston's dialogue here to see the 2nd condition, which explains why it was overlooked.
That said, I'm surprised the editor didn't show an error when I had attempted to use the incorrect capitalization, given that the scripts do indeed treat "IronContract" and "Ironcontract" as two different things. This issue will be corrected when I release the next map(s) in a few days. Thanks for the heads up!
I didn't have any trouble accepting the Roanoke contracts, although I swear I remember having the same trouble with the Stone Contract as with Iron. I'm not sure why it started working. I figured maybe it kicks in after a certain amount of time, maybe after the option expires or the next contract is offered? But I waited until day 32, clicking accept every few hours, with no luck.
I remember encountering an issue like that with Roanoke's trades. But I when I fixed that I also preemptively applied the fix to New Phoenix's as well.
Do you encounter this issue with Roanoke's special offers? I cannot replicate this on my end using the latest version.
When the next two maps are released I'll need to update MM to alter the To Be Continued message. I'll take a closer look at the code behind these when I do.
Can´t wait for the next part :-D
You brought a third or even a fourth force into the story, telling us that human could be against themselves in this game.
I wonder if final zombie wave will be different (with those 3 giants) when I choose to tell other colonies about Roanoke's actions though.
I didn't do it in my first try and but I traded a lot with Roanoke.
I had a thought that I'm actually fueling war when I trade with them after getting the transmission from a secret place.
But in the end, it seems someone else is trying to break the partnership.
I will try again.
Thanks for this work.
Doesn t really matter I just found it weird and thought I ll mention it
No need to change anything
Oh, that's an unfortunate abbreviation! Not sure what other way 'Croatoan' would be slimmed down in these contexts though. Croan? Both the names for Roanoke & Croatoa are references to the 'Roanoke Colony' from 1585-1590 and the history surrounding it. Whether that's an ill omen for future events in the campaign, who can say...
lol being from Croatia its soo weird to see "croats" being the enemy
The map is on the easier side (partially because the trades are generous), but as the campaign advances the difficulty will start ramping up.
Maybe you could add some interaction on the northern bank of te river? Went there after mysterious broadcast expecting to find some clues for the story. Found only abandoned mines and zombie-town.