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But I really appreciate being able to build to higher pops. Even if there's lag during invasions (down to maybe 1 frame / sec), it only lasts as long as the invasion does. Then it goes back to performing just fine! At least it does for me anyway.
But no matter what, the game will not go above that point. I've sat here knitting and babysitting the game for another hour or so just watching as it went from 740-780, then back down over and over.
Besides that, having lots of fun! I'd just like to get the last milestones unlocked.
Really nice, easy to build yet not overly flat and boring maps.
I have reached population of 764 villagers but do not seem to be able to get higher
Other than that , a great scenario.
Thank you for creating and sharing it.
History is so fascinating. I love watching all history documentry's, to relax with and gain more knowledge. Personally more of the Ancient world.
Of course also interested in the Viking Age, where we were near complete conquest. During Ivar the Boneless an Dynasty was established that included England, Scotland, the Northern Isles, Ireland, Iceland, Greenland, Norway and Denmark, but eventually settled with Alfred the Great.
After the Normans came, they killed off both people and crops and animals and left Umbria and Northumbria a howling wilderness for generations after a rebellion of Scandinavian sympathies in York.
@novo80 Let me know how the update effected the game play of the issue You described.
Hope it resolves it.
Thanks! Good to hear Your enjoying it.
hrmm, ill look into the non-pregnant women...so to speak.
感謝您提供方案翻譯 :)
<action type="SetAnimalPopulation" animal_type="megaloceros" min="15" max="35"/>
<action type="SetAnimalPopulation" animal_type="mammoth" min="10" max="25"/>
<action type="SetAnimalPopulation" animal_type="woolly_rhinoceros" min="10" max="25"/>
<action type="SetAnimalPopulation" animal_types="ibex mouflon boar" min="20" max="35"/>
<action type="SetAnimalPopulation" animal_types="wild_horse wild_donkey" min="15" max="25"/>
<action type="SetAnimalPopulation" animal_type="deer" min="15" max="40"/>
<action type="SetAnimalPopulation" animal_type="reindeer" min="25" max="40"/>
<action type="SetAnimalPopulation" animal_type="ancient_bison" min="20" max="35"/>
<action type="SetAnimalPopulation" animal_type="bison" min="20" max="35"/>
<action type="SetAnimalPopulation" animal_type="aurochs" min="10" max="45"/>
<!-- This gets run every time the game is started or loaded, to allow for easy iteration -->
<event flags="MultipleExecutions">
<condition type="InitGame"/>
<actions>
<!-- Set animal populations, these will get spawned automatically -->
<action type="SetAnimalPopulation" animal_types="vulture dove eagle" min="7" max="12"/>
<action type="SetAnimalPopulation" animal_types="wolf" min="15" max="25" era_factors ="0.25 0.5 0.75 1 1 1"/>
<action type="SetAnimalPopulation" animal_types="cave_lion" min="5" max="15" era_factors ="1 0.75 0.5 0.25 0 0"/>
<action type="SetAnimalPopulation" animal_types="bear" min="5" max="10" era_factors ="0.0 0.25 0.5 0.75 1 1"/>
<action type="SetAnimalPopulation" animal_types="cave_bear" min="5" max="10" era_factors ="1 0.75 0.5 0.25 0 0"/>
You'll also see in this ive disabled most "era limitations" to increase animal population spawns.
See post above for code, steam character limit prevents post.
Id like to build a campaign, with multiple maps, and have a lot of ideas to make it fun & challenging. I'm looking forward to the game becoming more modable in near future too :)
Best of all, it really satisfying and uplifting seeing so many liking this mod, which encouraging me to do better and more.
This map will not be changed at anytime in future.
If someone gets a bad spawn, they will just have to start a new game. I wish more was under modders controll, but as dev said it is not.
The problem is changing the resources, this rearranges the stuff in the terrain: deposits, trees etc... and the game gets very confused when loading savegames.
We should have thought of this, but it's a bit of a shortcoming of the game engine as it it now.