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It might still function but you are better off not trying it, as I cant test to make sure its working as intended. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them and make their own versions, anyone is allowed to do anything with any part of any mod I made.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2191268916
Also, is there any bug?
I gotchu fam
Vangheist is turned into a generic lord, his ship is a default ship, can't recruit, no shipbuilding menu, don't have any of his ethereal starting units, isn't a vassal of the Dreadfleet, all options for the Mod Config Menu are broken (aside from the basic Lua one, and the SFO entry is there but no options), and to top it all off you can't even end your turn lol.
I can't imagine why this mod is the culprit for all that, it breaks things as if it's a broken startpos conflict
Also: i know this isn't your mod specifically, so not really your fault, but Lokhir having the massive upkeep reduction from Black Ark mechanics makes his 50% upkeep reduction for Corsairs a bit excessive, you basically get to roll around with an almost free stack of Corsair Handbows very early in your campaign, which makes the initial challenge a bit... nonesistent.
Essentially, I prefer the ability to attack ports over the ability to go on land for characters like Lokhir.
I might have a look at modding that myself. It's feasible, but how difficult would it be, compared to this mod?
No you dont, this is enough
@Kusa
Havent tested with SFO, so maybe it isnt.
As a shameless consumer, I would much prefer you spend your time doing stuff that inspires you. I can't wait to see the WE rework in SFO!
Did you ever do this for Alberic? I know you asked him about it.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1569393500
Here ya go, Wulfrik.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1958780340
Thank you very much my friend , and thanks for XAnd also
Yep, for now retains the bugs of the original mod, given I just fixed the stuff that was making it not work for the lastest patch. Will likely take a look at fixing them though.
Thanx for your work btw, love your mods and the constant care you put into them. Much appreciated.
I dont think it can be removed while installed because it converts Lokhir into a different type of army contained in the mod basically.
@baguda
I doubt its the mod itself, you are probably having some mod incompatibility or unknowingly hit your mod limit. CA lowered it recently and a lot of people are reporting falsely that x or y mod is crashing them.
@ddpaule
I might consider doing so but Dark Elves are one of the races I havent really played yet to endgame, so if I do it will be after I play them to know how to balance it a bit better.
@Devilius
I wouldnt mind in principle but its already a hassle to update this many mods and if I also have to update the respective packs I'd probably want to die come update. Plus a bunch of them arent meant to be used together (the vassal mods) and the rest are so different from each other that making a pack makes little sense. You can use Kaedrin's Mod Manager to merge mods yourself pretty easily if nearing or at the limit.
Or Like a dilemma mechanic or something.
I'm not bad at gathering captives in game if I may brag I tend to outpace turn numbers with how many captives I gather it's just at late game I kinda wanna get away from captives farming to maybe doing my quest on malus or something.