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报告翻译问题
@Dumbledood There is a mod that removes the effects of climate (both negative and positive)
should be fine now
If you try to demolish, next turn it's still there and you get a message that the building is complete. If you build it up to tier 2 and try to demolish, it goes back to tier 1, can't demolish completely.
Happens with no other mods enabled.
One issue and i am not sure if its the mod or sonethig else.
We tried to move a Dwarf faction to the elf donut.. "ulthuan"?... any ways. Once i make the move, recruiting now takes 2 turns for basic units and i can not destroy my baracks.... its wierd and only seems to effect when i relocate to elf some if the south west towns...
Any ideas?
- fix for Lokhir's unique black ark getting teleported to land
- when you select a new settlement the mod will now try to match the original settlement level and the original buildings in your new settlement, this can be disabled with MCT to keep the old behaviour
- added MCT option to not abandon any settlements (but note that even abandoning manually won't solve the bug of having vision over the original settlement)
yes
impossible to script, you can only try editing your save game
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=474998322
I support the 'let people just abandon their old settlement, if they want to suggestion' if it fixes the problem with the visibility.
1) My black ark respawns on land as some sort of hybrid foot-lord, and will cannot move to sea - he keeps his horde buildings but is effectively stranded on-land.
2) Is there a way to send Rakarth to Lokhir's starting settlement or would this be too much to script?
3) Any way to swap my settlement preferences with those of the previous owner if that makes sense? (i.e. Empire lands are "green" for Rakarth but "orange" for Lokhir, could it be an upgrade of the mod to swap these too?)
This sounds like lots of complaints, but it does work well, just not for my specific 'wants' for Fellhart!
Thanks