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1) find your mod folder (usually in ...Documents\My Games\Sid Meier's Civilization 5\MODS)
2) find and open "Gallia Units Mod.xml" (with notepad)
3) Replace line "<UnitArtInfo>ART_DEF_UNIT_U_LS_GALLIA</UnitArtInfo>" with:
<UnitArtInfo>ART_DEF_UNIT_SWORDSMAN</UnitArtInfo>
4) Save a file and enjoy the game (with generic swordsman model :P).
Insert the link, copy the file into your Mods folder (eventually extract it, though Game should do it on its own).
@Nix
Check Adrian von Ziegler's work.
Thanks for all your work!
I started the game off and the settler had rebase mode, the one with the hanger (which turned out to be move), pillage (dont know what that did), and plunder trade route (also dont what it did).
worker had 2 promotions, wolf pack 3 and logistics (dont know what they did and i couldnt actually click them), he had the rebase mode thing and plunder option, and if i go to other things he can do, the arrow thing at the bottom, it shows build a manufactory (which allows him to make a farm).
the scout had a gain 50 health promotion which fortified him or the fortify and heal thing, and the scout also had plunder and rebase mode thing. This only happened when i was tahiti, ihadnt added or taken away any mods between this and last time i played with mods. o.O
The only problem can be that you cannot know how many turns are needed to discover a technology unless you calculate it yourself, maybe this can be a problem for someone.
Obviously I will use it anyway, the idea (and the code) is too good to be unused.
So, if I may ask, what are you doing exactly with the code (or what do you plan to do with it) ?
Yes, it can be done without dll. Though it is quite problematic, because you can change research during other civilization turns (it could lead to abuses). What I made is 100% working correctly with a little drawback to not being displayed (aka hidden bonus).
It is impossible to detect when player change research (unless you modify in-game files, which I do not), therefore it will be never displayed accurately.
I am not sure if displaying bonus is worth my work.
Regarding the code, are you refferring to the fact that science production is not displayed in the top panel and city view? I thought this was a minor issue, but if I understood correctly, can you do that without modifying the dll? If yes, I will gladly wait you to finish your work (my overhaul is big, lot of stuff to do in the meantime).
..and yes, it's really a gold mine :-) I wish to be so good with lua..
I'm trying to turn the game in a more realistic and immersive way and I think there will be surely something else useful, you really did a lot of stuff ! I will contact you to ask more permissions in case.
It needed some work to be displayed in Science so I temporary replaced it with static +2 bonus.
Gold mine of lua codes, :).
But there is something amazing that I saw: a lua code to make a building produce science only for certain technologies... that's an awesome idea!
Please, please, I ask permission to modify your code and include it in my overhaul in order to apply it to all civilizations!
(obviously giving MASSIVE credit for it)
Think about it, this will make the game much more immersive, especially with more diversity in buildings !
Anyway, playing on immortal I do not see too much Barbarians.
When I finish updates, I will pack all sets and upload them on non-steam server.
I don't have any of mentioned problems.
I have written already several times that Set VIII is only for my personal usage. This is set IX indeed.