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np, subscribers need to do more investigating of their playset before jumping onto steam
I apologize, @Lost Nomad I believe the @Weiliam Kaisseredux fan was referring to my mods but they couldn't specify which one it was, and yes, my mods features a Siege Weapons MAA named Early Cannons, which deals 550 damage, so I’m fairly certain it's mine.
And again @Lost Nomad, I apologize for the misunderstanding and commotion in your comments.
@Weiliam Kaisseredux fan
If you want an answer on that, go to my comments.
That doesn't tell me much apart from you don't like something.
Exactly what tradition are you talking about that gives canons 500 attack?
You can't actually give siege weapons attack power, all you can do is increase their effectiveness and for instance one of the traditions that is supposed to be OP for siege, Raiders of the Lost , gives less efficiency than the military perk tree, in fact it's less than or equal to most vanilla siege efficiency buffs.
The mod certainly needs rebalancing, if I ever finally get the time to go over each tradition I will do that, I haven't done a major overhaul since I inherited the mod but you're kind of missing the point of a cheat mod, some of them were supposed to be OP.
I don't write compatches for my mods because it's too much of a maintenance burden for me but others are welcome too.
Fair, I should have read closer.
I might try to code the idea on my own because I already have code snippets involving it, I'll read up on how to mod for this game.
AI does use most of these traditions, iirc there is maybe one AI doesn't use but it's been a long time since I did most of them that I can't remember which if any AI doesn't use.
I only reluctantly added the ability to add a reasonable amount of slots during game play, I'm certainly not going to add a universal amount to all cultures by GRs.
The housekeeping to remove shared innovations during hybridisation happens automatically and doesn't require any calculations or stripping and reapplying, though I didn't have time to implement that on the last update due to irl commitments, I have released that housekeeping update now.
RICE has an innovation for the Khuzi culture that is negative and removed by a decision so I know innovations can be removed
For a previous mod I was making for another game, I used a kind of "binary bitmap" to make a bunch of "traditions" add up to any number 1 to 255 where you have a tradition that adds 1, 2, 4, 8, ... 128.
This allows any number of traditions and can be changed at any time via the decision,
The problem with this is if two cultures hybridize they share innovations so you've have to strip it off of any hybrid culture and then reapply the right amount.
But a solution I think would be even better is to add a game rule that adds "X" amount of traditions to all cultures on the map so you don't have to worry about adding them/removing them every culture will just have more slots. And because every culture has those innovations, hybridizing is no longer an issue and you won't need the in-game decision
ouch, good luck.
Lemme know when you find out what the conflict is so others can benefit from your pain
Its a mod conflict now i have to find which one it is lol
I only just added it in the last couple of days.
I finally found the time to finish testing how to add the slots instantly instead of having to use a tradition and restart the game.
Possible you have a mod conflict, try creating a new playset with just MTv2 then start a new game with that playset and see if it works, if it doesn't let me know.
If you mean add more tradition slots, instructions are in the last screenshot.
Done, ty
Would u include a line in description?
Here's my Chinese translation:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3403925213
@Tak
@losingspeed2
I have added the ability to increase the number of cultural tradition slots as per your request.
Look in the screenshots for instructions how to do so.
@DrakeSteele
I finally got around to trying out my alternative method of adding slots that doesn't require a restart and it looks like it works fine, it also doe snot use one of the tradition slots to do this
I haven't done anything for more tradition slots because it's outside the remit of this mod which is to add traditions.
I did look into an old way of adding slots a long time ago but the game is bugged that means it would only add the slots after a game restart which will cause me a never ending flood of people asking why they didn't get their slots because nobody ever RTFM and I cba with dealing with it.
I did start looking at another way of doing it but got sidelined with my other mods that have more pressing concerns. When I eventually swing back around to MTV2 to rebalance and add a few new traditions I'll look in to it again.
MTv2 is already OP and adding more slots will make it even more so but it's up to the subscribers I suppose to play their own game so I may do this soon.
I don't support other mods, so if there are any mods that are incompatible with MTv2 then you would have to use a compatch if there is one available or create one yourself.
That said, I use a lot of other mods and none of them are broken by MTv2
But your message doesn't really tell me anything, what mods are you referring to and how are they broken?
This mod does not change the number of traditions you can have. There are other mods on the workshop that do that or at least there used to be, have a search of the workshop for them.
Lemme know if it gives any more problems but the court scholar issue should be sorted now.
Thanks very much for the report, it seems the modified court scholar position never made it out of my sandbox when I updated the Ptolemy's patronage tradition
I don't play EK2 but probably not, the mod uses vanilla triggers, effects, parameters etc which TC mods usually overwrite or remove.
np
There is what there is and this is it.
It's in the Regional tab and only available for cultures with Byzantine heritage.