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报告翻译问题






Hi Del,
I am really fed up with managing captured city so I'd like to add your files.
Does the mode still working?
AutoQueue_AddButton.lua : https://pastebin.com/vBzZ3GTB
AutoQueue_GameScript.lua : https://pastebin.com/wXK6529s
The AutoQueue_List.xml I'm using: https://pastebin.com/Rua7pf7v
Some suggestions I have:
- Optional flag (within the game) for enabling or disabling the district projects. Maybe late game you want the ability to have a city just do 'something', but not always
- Repeat last queue - automatically apply the finished item to the end of the queue, if it's still valid. Could be used to alternate between works projects ('train athletes', 'remove carbon', 'district project' etc.
- Disable autoqueue for the city if nothing is able to be built
That caused a nullpointer error, interrupting the for-loop, which lead to any building having a lower priority to not be displayed in the queue list.
So I commented/deleted every building/row from 63 (government, neighborhood and XP2 buildings) up until the end of </QueueOrder_Buildings>. Obviously these Buildings will not be build automatically.
You can find the file under steamapps\workshop\content\289070\1890593017\AutoQueue_List.xml
I am no modder and I did not much testing, so you might take that with a grain of salt.
AutoQueue_AddButton.lua : https://pastebin.com/vBzZ3GTB
AutoQueue_GameScript.lua : https://pastebin.com/wXK6529s
The AutoQueue_List.xml I'm using: https://pastebin.com/Rua7pf7v
Thanks for a cool mod, Oni!
local Project:table = GameInfo.Projects["PROJECT_REPAIR_OUTER_DEFENSES"];
if (not IsBuildQueueFull(City)) then
if (not ExistsInTable(QueuedTypeNames, Project.ProjectType)) then
table.insert(QueuedTypeNames, Project.ProjectType);
BuildProject(City, Project);
end
end
Seems to work pretty well :)
I am happy to try and debug or test any beta version if it would help. I have not looked over the .lua scripting language but if I have time I will try to. (I'm a programmer myself)
I did notice that OnProjectCompleted() possibly gets a ProjectID passed to it but CheckBuildQueue does not use it.. would that be somewhere to look?
local Idle_AddProject:boolean = true;
-- Once the first project has been added, nomore projects will be added to the queue, prevents all the other list entries from being picked
local Idle_SingleProjectLimit:boolean = true;
-- Should we be able to repair buildings?
local Repairs:boolean = true;
-- Should Repairing be prioritize above the QueueList?
local Repairs_Prioritize:boolean = true;
I reading the comments and looking at the data file for projects in \Base\Assets\Gameplay\Data I think the entries that were in as a default in AutoQueue_list.xml *should* work.. but they don't. Any ideas? With it not working I tried another mod called Repeat Project but that doesn't work either, possible an incompatibility with this mod and that one.
This is my current AutoQueue_List.xml file: https://pastebin.com/Rua7pf7v
"Sid Meier's Civilization VI\Base\Assets\Gameplay\Data\Projects.xml"
Now is there a way to add those timed competition projects (send aid, train athletes, etc...) to the list? Those are the projects I'd like to auto queue whenever they are available, but I don't know what I should add to the list to make it happen.
Sometimes it'll only add a few items but whenever an item is done it'll add more, they will be added from the correct order tho.
[FIXED] Automated Builders + Archeologists
C15 Colonial City Names
Enhanced Mod Manager
Environment Skin
Improved City Names
Rosetta dynamic City Names
Map Search Extension
Radial Measuring Tool
UC Suburban Roads (added after Auto Queue)
Tbh, I haven't actually played CS since launch as I've been waiting for some mods to be updated for it and also to see what patches are released because they always screw up many of the mods that I use and deem essential for my preferred gameplay style, and this mod will likely join that list when I finally get back into Civ VI if it performs how I hope it will based on your description of how it works above.