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






Not really, can't think what would be the issue honestly.
Sure thing, I'll take a look. Seems odd though since I play tested it, it worked for me. I really appreciate the heads up though!
So would it be possible for you to release a toned-down version? Perhaps something like 12 more techs instead of 27 - and toning down those techs that make the cut a bit more in egregious cases?
... and modders are the best kind of people !!!
If you have both at the same time your just going to fuck up your campaign since its going to flood your tech tree with copies of my techs over the top of the custom SFO technology. If you are using SFO use my new mod with it, otherwise just use this ^_^
...and thank you for the kind words!
thanks for all the cool mods
Thanks a lot !
Just tell me gow many spaces right they need to be moved and Ill upload it as a seperate mod.
I shall take a look
Yes, please do! Thank you so much!
7 New techs have been added!
I hope you enjoy and I would love to hear your feedback
Thanks, will do <3
Yes, and the overhaul version has some small extra tweaks that gives bonuses to the custom units.
Thank you very much, you are very kind :D
Great job Lily!
A lot of the technologies have been stream lined and have had their research time sped up. The new techs are more straightforward and may seem more appealing and worth pursuing.
It will still work for the main factions, currently very focused on trying to get this mod working specifically for Repanse. Hopefully this next update im posting right now fixes it!
I appreciate that.
Perhaps I'll make an SFO version at some point; never tried SFO personally though so not sure how to approach that yet.
Thank you very much for leaving the kind message and enjoying my mods ♥
I meant the prophetesses, damsels are fine as they are ^_^
I've considered improving the Sorceress to have the battle-pilgrim buffs that are normally unique to the Fay Enchantress since they seem to be pretty terrible. Other than that I have no other ideas in that regard.
I was wondering though, since you expanded the tech tree of bretonnia, have you considered also adding additional faction/lord effects for bretonnia?
I can now update mods once more, and as a result a new update has been released immediately!
A new tech has been added: Royarch's command!
This new upgrade will require almost all other techs to reach, but the reward will be worth it. It is the perfect upgrade for ranging far from home in the late game, give your armies more movement, replenishment and global recruitment.
I can't believe I forgot to test that part of the tech, my bad! I would fix it right now but I cannot update my mods due to an error each time I try. Not sure what the fix to that would be but whenever I can release the next update for the mod I'll make sure to add that change in.
Thanks ♥
I'm having a small problem with the Call Errantry tech, the bonus to global recruitment is not working.
I fixed it locally by changing the effect scope to faction_to_faction_own_unseen. Not sure if that's the best approach though, I'm very new to modding.