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报告翻译问题
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2764329234
No pressure and thank you very much for your work!
Never hurts to ask xD
Adding you and this to the list for the upcoming database of credit attributed content.
@Archivist77 I can't yet imagine how my graphics could be used for EU5, but I give you my permission, good luck :)
Hi, can the EU5: Extended Timeline team implement content from this mod accredited, thank you for any answer!
Error: "Unknown trigger type: =, near line: 63" in file: "common/activities/activity_locales/tournament_locales.txt" near line: 77
Error: "Unknown trigger type: =, near line: 91" in file: "common/activities/activity_locales/tournament_locales.txt" near line: 105
Error: "Unknown trigger type: =, near line: 218" in file: "common/activities/activity_locales/tournament_locales.txt" near line: 232
"Unknown trigger type: =, near line: 306" in file: "common/activities/activity_locales/tournament_locales.txt" near line: 320
"Unknown trigger type: =, near line: 455" in file: "common/activities/activity_locales/tournament_locales.txt" near line: 469
"Unknown trigger type: =, near line: 543" in file: "common/activities/activity_locales/tournament_locales.txt" near line: 557
@Nikko Foxington Do you use every compatch what you need? Because it seems to me that some culture is not properly defined (like because of a missing compatch for some other mod), so the game automatically replaces the missing culture with the first culture in the ABC, which is the Akan.
@Jaggahog It's hard to tell at first. I recommend testing the mods in the loading order. First just the main mod, then the others one by one, plus the compatches.
@outlander7 Since the last DLC, the nomad government form messed up my earlier background setup. I'll try to root out that bug somehow.
I was playing as the Uyghur khan and led my armies to Tibet. When I clicked on any of my children or courtiers they had visibly Tibetan backgrounds instead of the expected steppe/MENA - style backgrounds)
I really love your mod but is there a way to fix this issue?
@Ġedryht of Wōden—thank you for the interesting facts by the way <3
intgame.txt
primary_title.tier >= tier_empire
has_graphical_mediterranean_region_trigger = yes
OR = {
location.culture ?= { has_building_gfx = steppe_building_gfx }
location.culture ?= { has_building_gfx = turkish_building_gfx }
}
also the
reference = "event_scenes/turkish_medi_empire.dds" line
should be
reference = "character_view/turkish_medi_empire.dds"
I'm experiencing a visual bug where many of the Iberian and Eastern Roman castle holdings are using the Frankish Castle graphic art. Anybody experienced that before?
That's the opposite of what you're looking for though. The Anglo-Saxons used Borough & Motte & Bailey systems. They built unique looking hillforts effectively.
The Norse had extremely similar architecture to the Anglo-Saxons to begin with. The Anglo-Saxons were not particularly more sophisticated than the Norse (infact the Anglo-Saxons were the first wave of "Vikings" to hit Britain). The boat at Sutton Hoo (probably used by King Raedwald of East Anglia) before the Viking era looked a lot like a Viking longship, notably with a timber roof instead of a sail.
The Anglo-Saxons would also reuse Roman castrums.
The Norse did have castles after the 11th century. The Anglo-Saxons likely would've too if not for the Normans.
If anything, we need a mod that makes the West Germanic cultures look less generically Western European & with more crossover with the Norse. Or at least a mod that addresses why early medieval Western Europeans wear skintight pants from the later middle ages.
I'm assuming there's no way to divide backgrounds between tech eras
P.S. Your mod is incredibly pleasant
TFE surprises me with what it does work with sometimes.
I'm testing so many mods that I still don't know if it works or not. I'll say if there's anything wrong.