安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






Need update, please.
If you're not playing as a DE Lord I'd probably suggest disabling it, but even if you are I guess other AI DE Lords would maybe benefit from it. I'd imagine they're more likely to stick to the vanilla route, but honestly I've never attempted to validate it.
This mod will display as Dark_Elves_Technology.pack
You can adjust that in the technology_nodes_links_tables and technology_nodes_tables.
Dark Elves Global Recruitment Mod (which should work with the technology)
You could also try something like this mod to give you faster research
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2790255541
I think there are also some mods that let you set the initial starting research, which would effectively allow you to remove just 1-2 turns from every node.
Glad you're enjoying the mod, and I agree completely it's frustrating to barely touch a research tree by the time a campaign is effectively done.
By turn 100 greenskins have almost all tree researched, or empire pretty much having all they want depending on their army comps.
By comparison, Dark elves have reworked crossbows, some growth and some random stuff, it takes almost 250 turns to get all the good things. CA have overlooked many things and some tech trees of some races take too long, you finish campaign long before you get your end units buffed.