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报告翻译问题
Sorry for the late response. Due to my lack of skills, this unit has animations, but the unit's sound file and projectiles have not been implemented. But functionally it's perfect.
Because the first reason is that Firaxis created their own XCOM squad in Civilization 5
The second reason is simply because I like the XCOM series as an XCOM modder. XD
https://civilization.fandom.com/wiki/XCOM_Squad_(Civ5)
Not a complaint or anything, just pretty weird.
Debugging with artdef. (presume that the code still linked with other mods was the problem)
O M G This is completely beyond my ability!
need to check to see if someone is experiencing the same symptoms as you.....
Well. I use the RF & GS Expansion Pack and Frontier Pass game modes, and other than that don't actually use any QoL mods (ie convenience mods).
Apparently, the only difference between me and you is that. I don't use QoL mods so I can't give you good advice, but they are deeply involved in the game artdef.
Testing has shown that this issue is not caused by my mod. I tried disabling all the mods except this one for testing, and the game went on without any issues and no graphics errors.
It is presumed that the issue is caused by conflicting artdefs of different mods.
Sorry about couldn't help.
embarrassed. It worked flawlessly in my test play, and it was also the feature I paid the most attention to. I've been trying to figure out where the problem is coming from.
Temporarily turned off supported mode. At this point, this mod is standalone, requiring only RF & GS expansion packs.
Apparently, the mod compatibility issue is more serious than I thought. As you can see from what was said in this article, I designed it to be compatible with other people's mods, which are not essential to implementing the XCOM canon. But in reality, it seems that this feature makes other mods 'needed' rather than 'supported'.
Guess I have to admit that I don't know how to use this feature at this point. I am temporarily removing all supported mods mentioned above.
1. The code associated with the Secret Society has been deleted.
(Perhaps this will solve the compatibility issue.)
2. Given XCOM its own promotion tree.
(Actually, this is temporary. I plan to give them new upgrades in the future to be more xcom canon-worthy)
I also figured out the problem. It seems that this error is caused by 'Vampire Resurrection in Capital', which is used only by Secret Society. (Actually I was playing with all Frontier Pass mods enabled, so I didn't even know I was getting this error!)
However, once the cause of the problem has been identified, it should be corrected. I'll fix those features that don't match the XCOM canon, and solve the problem by giving them their own promotion class.
Unfortunately it's serious. My responsibilities in this matter are broadly twofold.
First is that Firaxis set their paradrop range to 40 squares in Civ 5 BNW.
Second, in the existing civ 6 environment, there was no way to manipulate paradrop ability variables, so I had no choice but to use GDR's jump ability.
To sum it up in one line....even this feature is partially nerfed from those in the original CIV 5:BNW. (At that time, they could even attack after leaping 40 tiles if they got a blitz promotion! XD )
are you serious?