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






I love the idea of the mod, but I'm not keen on AI placing towers everywhere that I can't destroy/remove.
I also wish it would add a range to ranged* units !
Anyway, great mod, once again ! Thanks.
I am interested in creating a branch off mod for this mod where perhaps units near (within 2 tiles or smthing) the watchtower gains a minor combat power buff (+1-2) when it is manned
I was wondering if that is alright...
Thanks!
I'm writing you here because in the mod for the world's first circumnavigation ('2394507496') comments are disabled.
I found a bug there that the +1 movement bonus is added multiple times when you do the world's first navigation and are in some emergency with other civilizations because then 'Sailor_Magellan(coomer)' is called several times for each emergency member. I was actually part of multiple emergencies when it happened to me but I think it would happen also for a single one too.
I work-arounded it for myself by simply adding:
if cirCUMSTATUS == 1 then
return;
end
at the beginning of 'Sailor_Magellan' function but I wanted to let you know for the case you'd want to fix it for others too. :-)
Still great mod of course. :-)
No
Correct
https://cdn.discordapp.com/attachments/845510336869957632/1081628620994383872/Watchtowers_on_Resources.zip
Put that in your My Documents/My Games/Sid Meiers Civilization VI/Mods folder.