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What I would really like to change/improve is the balance of the districts. Myself, when playing, always go for 2-3 particular districts, the others are much more of a toss up. So what would help to make the other's more desirable to you?
Also, the update version will also allow a different amount of districts - one for each built settlement in a province. The other interesting improvement for me is the new ambition to create a new settlement slot once the max number of districts have been built - this would mean that with enough time and careful management any province would be capable of having 7 settlements and thus 7 district types!
However, and I can't stress this enough, it's not a system for the human player. It's intended to add variety to the game and not just create the world as the human player seems fit. Think of it as being no different to gaining provinces with settlements already built - they may not be ideal butyou have to work with what is there, or give it to another character and find one more to you liking.
If you can explain why the AI's choices are horrible I may be able to improve them
3rd building in the code
has_province_flag = cfh_districts_citizen_noble2_flag
Should be
has_province_flag = cfh_districts_citizen_noble_2_flag
Hulk - all the buildings/mechanics should work
I'd suggest deleting the mod files and allowing them to re-download (assuming you're still subscribed). Also ensure you delete buildings V1 if you have it.
Updated the mod with a few unrelated bugfixes
Obviously keep me updated if any other bugs appear or if the localisation continues to be broken
cfh_buildings_ca_tower_2
cfh_something_ca_something
Any other bugs or suggestions let me know
Destroying districts in a county doesn't <actually> remove the district modifier from the county modifiers (I.E. destroying a military district keeps the +60% castle tax modifier indefinitely, but any buildings in the military district line *are* removed properly).
You sexy sexy bastard
Some things may not entirely make sense together, for example -
Your Personal Castle / Personal Buildings module. They'll work, but you're doubling up on things!
Which is why each of the 4 parts has a game rule - if you want one part, but not another, just use the game rules to select the parts you want to play with
I'll be honest regarding balancing - I collected data from paradox's buildings to calculate an average cost for each modifier, that was pretty much the extent of it.
Thanks for your input though. I didn't worry about balancing too much as it's all available to everyone but, once I've had enough feedback I can start tweaking the modifiers (which districts are popular, which aren't)
It's hard to know what's the right balance when I always/only play as english feudal
I would suggest, depending on how difficult it would be to implement/balance, a way to raze/change the districts provinces have, as newly-gained territory 50-100 years into the game is bound to be riddled with districts that the AI put in that aren't ideal for the player.
Good job on making such a comprehensive building overhaul though - I'm looking forward to you perfecting it :).
The training yard and guest room are now implemented. Also, added guest rooms to family palaces.
The way the mines are randomly placed has been reworked/improved.
Population migration (based on space in the district and county prosperity) has been introduced