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Remove, unsubscribe from all mods. (Not just my own, there can be DLL conflicts, so all mods.) Ensure Mods folder is empty (check the actual folder, not just the game's browser). Make sure game is not running. Double check DLC folder to make sure you don't have EUI (ui_bc1) or any pseudodlc installed. Download/Unzip manual versions of just EA/StS to mods folder. Make sure to delete cache and moduserdata folders. Start civ 5, enable mods, test on duel size to avoid load times and possible frustration.
Shame you are not really working on it anymore, but it's still amazing
I do have to ask tho: are you supposed to lose almost all your cities during a dark age?
It gets quite tiring to lose 3/4 of a continent because of my superior tech
Anyways keep being awesome and best of luck in all your future endeavours
If you ever return to updating EA/StS, and Principe for that matter, then the main thing I wish for (in addition to bugfixing) is an improved strategic and tactical AI, perhaps inspired by some of the AI changes in the Community Patch, Gaia's Core Mod and Acken's Minimalistic Balance. I know you included the great Artificial Unintelligence (the lite version) but those aforementioned DLL mods built on it so they further enhance the AI on the strategic and tactical levels.
When I think of the future of this mod, it's at some point shortly before the singularity when a near-ASI can parse and easily understand and fix every bug and glitch, so me and my then AI bae will have fun fixing that then but probably not before.
I'd like to report a bug. After loading a savegame the yields "prosperity" and "corruption", which affect the gold calculation in the top panel, are not taken into consideration for the "net gold per turn" value (the value in brackets after the treasury balance). These yield values are displayed in the top panel gold calculation but they're not included in the calculation for the next turn. This means that an incorrect amount of gold is added to or deducted from the treasury at the start of the next turn. From the next turn onwards, prosperity and corruption are correctly included in the net gold per turn value. So this bug affects the first turn after loading a savegame. Hope this description helps. Would be great if you could look into this issue!
Piety might be a bit overpowered btw, I'm here getting like 60-70 faith a turn so my piety is going crazy.
I've been playing a lot more Paradox, as Civ5 likes to be Civ5 and crash whenever it feels like it, but now I'm back having some fun, at least before it crashes.
Anyhow, there's a couple oddities I've noticed, most likely caused by one of your mods. The only others I have are simple civilisation mods.
Firstly, some barbarians units manage to somehow steal your units hp before their turn. My unit looses 50 hp, and they gain 50, then they attack, really weird.
The other problem is my money magically disappearing, maybe someone is robbing me idk. Here's an image of my income and expenses, I have two units and my city does indeed spent 3 coins on maintainance (https://docs.google.com/document/d/12eauAI1k0RRDqtUI8DmrATSNWsDFsRe-F8P6uVOy8Ig/edit?usp=sharing)
As always, thanks in advance, I'll let you know if I run into anything else
Cheers,
I am especially impressed with your government system. Something like that would be amazing addition to my mod list,
However, as some people before, I am having UI issues (no unit icons, messed city icon) when launching just Empires Ascendant without any other mods enabled (with obviously cleared cache/moduserdata etc). The mod does work with the Community patch added however that leads to the problem where at some point great sculptor and great circus guy start appearing every single turn. If you have any advice how to fix it, would greatly appreciate it!
This mod has reinvigorated my love for the game!