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This includes modifications I previously posted to GitHub.
@Shadow feel free to include this in your mod if it's to your liking.
The mod deals with units to a certain extent and barbarian behavior. I've tried to make it as modular as possible, so it should be compatible with other mods as long as they don't modify the same things I do. But I can't guarantee it: test it and see how it goes.
1-can you make it that the "terrorist/Insurgents" have a base somewhere and until you kill the base, it will spawn a ton of cells all over, targeting specific government types, like democracy...but once you kill the base or the terrorist leader then all terrorist cells die out.
2-can you also make it that, each civ should have a leader or president unit, depending on their government type, and if that leader is assassinated or killed, then it leaves your military demobilized? If you can do that then I guess also give spies the ability to protect or assassinate this leader unit?
your mod has been translated by Junky into German and the translation is now part of the German translations for Civilization VI mods mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
[Support RF/GS] Barbarian Breakout by Flactine
Crazy Barbarians (support GS)by KCucumber and Sakemy
Keep in mind this doesn't mean the mod's broken, since the new Barbarians mode is optional. Standard should work fine.
As for the other things, Barbarian behaviour can only be modified to a limited extent. And they behave the same way through the ages. Barbarians will generally be stronger in the early game mainly due to the fact the footprint of proper civilizations is at its smallest in the beginning.
Once civilizations spread, they'll be mostly relegated to isolated islands and the last continents to be colonized. The speed, aggression and new units provided by this mod will keep them somewhat relevant, but that can only go so far against large, developed empires.
Also, as a suggestion more than anything, and if it is possible to do so, it would be good that during precisely the renaissance and modern epoch the barbarians were somewhat stronger and more dangerous (more than anything because in these times there is hardly any ground left for them to appear, generally remaining relegated to abandoned islands); I've always thought it would be nice if barbarians could create airplanes to scout and have marine infantry units, allowing them to loot and attack you from these remote places.
Honestly, since the Civ3 which had the horde mechanic for the barbarians, these are no longer a real problem in games, whether they are modded or not. I have played multiple games with the mod on, more for the variety of units than anything else, and, while it is true that now they are somewhat more problematic to deal with, the barbarians have never been more than a one-off nuisance when it comes to moving civilians. Even the AI gets rid of them relatively quickly.
Even if I bombrushed archery and produce nothing but military units it would still not be enough. https://prnt.sc/w0xid9
Trying to make some adjustments for game play and the quickest adjustment is to make the bandit an replacement for the slinger instead of the archer. The barbarians starting out with an archer replacement, since that is the first ranged barbarian unit, makes for a rough start.
Only possible issue is that there is no 'archer' upgrade for the bandit with my simple change, so I may need to make a new archer replacement.
It's been in the mod from the beginning, and is unlikely to cause a crash on its own. Combine with other mods at your own risk.
"Runtime Error: ...1935036456\Core\BarbarianRevenge_AddProms.lua:6: attempt to index a nil value
stack traceback:
...1935036456\Core\BarbarianRevenge_AddProms.lua:6: in function 'OnBarbPillagerAddedToMap'
[C]: in function 'func'
[C]: in function '(anonymous)'"
Otherwise I've only seen like icon errors and maybe an error with the Real Strategy mod not knowing how to handle the policy change from this mod. So hope it works, really love this mod.
I'm not responsible for awkward behaviour when combined with mods which more thoroughly alter vanilla, which was used as a baseline for mine.