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报告翻译问题






However, for example, with the Cloud Lords, all support units would have wings, but none would actually possess them, so as not to give this class an advantage over other classes that obviously don't have wings.
In my opinion, that would be more confusing than just looking good. Therefore, I don't see any gameplay benefits here, but rather problems with adapting the class's appearance.
But thank you for your suggestion!
cloud lords get cloud people builders
cultists get hybrid builders
yknow stuff like that
I've expanded the miner's rituals for level 2 and 3 with the next update:
Level 2: Build Ruby/Sapphine/Diamond/Emerald Mine.
All mines have to be build on desert terrain and have to be three squares away from other gem deposits. The mine generate a small amount of gems and gold.
Level 3: Build Deep Earth Ruby/Sapphine/Diamond/Emerald Mine.
All mines have to be build on rock ground terrain, which can be only found in the underground and have to be five squares away from other deep earth gem deposits. The mine generate a high amount of gems and some gold.
Because a level 3 Miner is able to enter water terrain, i have added additional rituals for deep sea gem deposits.
Level 3: Build Deep Sea Ruby/Sapphine/Diamond/Emerald Mine.
All mines have to be build on deep sea terrain and have to be five squares away from other deep sea gem deposits. The mine generate a small amount of gems and gold.
What should be unique?
The appearance or something else?
Keep in mind that the abilities of all units must remain the same for all factions to avoid any advantage or disadvantage.
Consider support units as mercenaries who offer their services to a faction in exchange for payment.
It depends on the load order. Mine is 9, the last possible number. But if another mod has the same number, there could be a conflict.
You can check for yourself by opening the Workshop folder (\Steam\SteamApps\workshop\content\1606340) and checking the .c5m file in every folder.
The load order (called "modprio") number is usually at the top of the file contents.
Mostly a suggestion I think you do great work and the mod is an excellent idea
Which unit and ritual?
Have played a short test game with a ranger and all is working here.
Thanks for your report.
A new update has been released to fix the problem!
I have released an update based on the lastest suggestions.
Have fun!
The blank character in the mod name prevents it from working properly in MP. It's an easy fix on our own, but it would be handy to have it done already.
Awesome mod otherwise
For my own use, I added Magic Library to the Builder at Level 2 and an Academy at Level 3 to ensure they're always an option for magic factions.
- River
- Frozen River
- Shallow Water
- Ford
- Lake
- Frozen Lake
- Frozen Sea
and no nearby city within a radius of 5 tiles.
With it you can only have one unit of a type.
you have to open the corresponding .c5m file, which is located in the following folder in the Steam directory:
\Steam\SteamApps\workshop\content\1606340\2687458131
and scroll down to the end of the file.
You will see the following lines (here for the Baron):
# Class
# % gold die iron
selectclass 1 # Baron
addcomrec "Apprentice Builder" 8 100 15 0
addcomrec "Apprentice Ranger" 8 90 15 0
addcomrec "Apprentice Miner" 8 110 15 0
Change the desired numbers for all other classes as well and then save the file. I'm not entirely sure, but I think you have to start a new game for the changes to take effect.
Since the units are supposed to represent something special, I would be very reluctant to take away their ability to command.
So there are two ways to reduce the number:
1. Increase the price to recruit (currently 90-110 gold).
2. Reduce the probability of spawning (currently 8%).
What would you suggest?
@Warsmith: Thanks for the suggestion!
At the moment I'm not seeing away to clean up the rubble and build anew...
Thanks