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One of the absolute best!!!
Good work!!
Totally cool - can't wait for your extended campaing
Thanks a lot!
I just uploaded a slightly different version of the mod, try running it without other mods and let me know if the problem persists
But the problem is that I play the english version of the game, and I dont't even know why I've got missing names. Kinda strange, tbh
The mod is translated into English only at this time, so if you are running the game in Russian the names for the mods units will appear blank. I speak a bit of Russian, and I do know multiple Russian-speaking people so I could maybe make a translation at some point in the future. Running the game in English should fix your issues.
As for some units, yes some like Select Thegns/Select Thegn Spearmen are just upgrades, but it's largely a function of wanting new units for Mercia without compromising their design or accuracy by adding, for example Welsh Longbowmen to the Saxons when it was not until the 12th-13th centuries that the Anglo-Normans began using Welsh mercenaries.
Righteo! Glad you were able to get back to me, have you spoken to the other modders in the modding discord? I'm in the Warhammer one, but many modders have done most of the TW series before so maybe they could help you out? They're all pretty sound people and many are very helpful.
Hope to see these factions in the game some time soon!! (If I find a method to add them I'll let you know also)
The factions and new units are already in custom battles, but I've not had the time to learn to make factions playable in the campaign. Charlemagne is very tricky as with the default UI there is a hardcoded limit of nine factions playable (there are eight currently). I have to figure out how some mods get around this problem.
In the meantime, this mod is compatible with most faction unlocker mods
@Alessar
For example, the Avar Warlord is the only Melee cavalry unit for the Avars and it's an upgraded general. Cordoba's Saqaliba Guard Cavalry are it's only horse archer, Asturias has a heavy Javelin men bodyguard, etc.
Also, I'm sure there is overlap on when my general's upgrades and Moon's units on the tech tree. Because of this, trying to run a campaign with both mods will almost certainly crash the game.
If interested, I can link my design document for the mod and you can see for yourself what units I added to who and why.
I like your idea of mod and a renewal of the unit rosters for the pretty old Attila!
For example, I reskinned the Tagmata Cavalry unit for this mod, so reskin mods that reskin this unit may case crashing depending on load order.
Also, the base Attila client in general is unstable after the new launcher.
Here are some possible solutions.
1. go to %appdata%- Creative Asssembly- Attila and delete army preferences and army setups folders. These both cause issues when running different mods i.e having a Rise of Mordor army preset when running 1212 AD.
2. Clicking another game in the launcher (like Rome 2 or Shogun 2) before switching back to Attila.
3. If you have a vanilla campaign or a campaign with my mod running, click "Continue Campaign" rather then play. This method is confirmed to work 100% of the times I tried it.
4. verifying game files/restarting steam