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






Inside the file `Zug_FastForwardAI_GP.lua`, there is a function called `AttackBegin`. Change it to the below code. I haven't tested it, but I believe it should handle your use-case.
[code]
function AttackBegin (combat)
SoftToggle = ToggleForAttacks (combat);
if (SoftToggle == true) then
ExposedMembers.Zug_FastForwardAI.SetStoredQuick (false, true);
end
end
[/code]
can I set `quick combat` in civ options to true
(I want to speed up my attacks as well)
and somehow make it slow only in specific cases when I'm being attacked?
As far as I understood,
the prerequisites for your mod is
original Civ 6 setting `Quick Combat ` is turned ON?
(which means attacks performed by me can not be speeded up in that case )
And I can not enable quick mod for my attacks, but disable for some other cases, which your mod covers?
turn 2433, still working beautifully. Thank you so much for continuing to update and host this mod, you've saved literally thousands of hours of my life.
3000-ish hours, by steam's count
I assume:
True = will speed up
False = won't speed up
My units move at default speed, AI units move at quick-turn speed, base mod is *disabled*, and when I check the settings like the others have noticed, the settings keep reverting to quick-move and quick combat, I revert them to default speed, a turn passes, I check the settings, and they're re-enabled to their quick modes again.
Its just so eerily similar to what others were reporting.
I've going to subscribe, enable the base mod, this one, and start another game. I'll let you know if I can find anything or if the issue re-occurs, but it seems like that even though the mods are disabled, the game is still reading their changes somehow? Is that possible?
I'm playing with Dramatic ages, secret socoties, monopolies, and barbarian clans and I am experiencing the speed bug.
But here's a twist, I don't have this mod extension downloaded anymore at all and the original mod is disabled to see if it helps Expanded Warfare crash less (it does, but its so minuscule its not worth the effort to turn it off.) And yet, whenever the AI goes, it goes at a speed that is far faster than your mods were set at, or even could be set at.
I might be able to use my capture card to show you. Its.... bizarre. Now, granted, I did used to have this extension downloaded, but when I started encountering that speed bug about 7 months ago, I disabled and deleted it. My apologies, that was a lot of information to throw at you that probably seems unrelated.
Additionally, I have also changed the code so that it should commit the settings to the Options page. This should make it so that if a setting does get out of sync, you can reset it there and it should respect it at the start of the next turn.
barbarian clans, monopolies and secret societies. Maybe inducing a read-only one or figuring out how to prevent changes while civ is running?
I'm anticipating one of the events I've tied to is deprecated in a newer version of the game, so I'll have to dig through and find a new one.
My settings for the extension mod was true for the two player variables, and everything else set to false.