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






Hence I'm saying no other mods. That's the way to make viable report I can follow.
Or you can do some modder thing and get some script log, or doing the debugging.
What I definitely know, is that I play with my very small graphical mod list both vanilla and SFO (I guess it's also very script heavy) and have 0 crashes, but as soon as I've installed this mod (SFO disabled) - I can't play past turn 10.
If it's not coming from the script, it's likely your corrupted file, or from vanilla, or other things
But still a real improvement for Vlads Campaign thx for making it.
sorry lizardmen, you will have to wait a little longer :p
Thanks for making Vlad feel like a WH3 faction
Empire units are great but only when buffed from skills and although there's really good missile bonuses most of the elector count units are melee/hybrid.
I always have fun with your mod btw, thanks so much for making and supporting it =D
If it's from team mod, ask it in Discord's team channel, there is a high chance it is not mine.
If it's about modding question, I answer question in the mod_development from time to time in
1. It will create node incompatibility if I add one.
2. And messy if I add a bunch of effects to the existing skill
Loving the mod though! This is great!
Resource gained from script is easy to do so, but after battle loot is DB and is impossible to change via MCT
My advice is open it up with RPFM and change the gains from the DB and the script