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






Just renaming the variantmesh causes them to be invisible, instead of using any other version of reskins for this unit. I don't really want to ditch the mod because of that so thought I might ask here for some help.
or maybe a mod conflict? i'll try some other things out to see if i can fix it
Thanks for all the answers !
Would I be able to change it on my own ?
I thought it was "just" an XML fileabout who's starting where ?
maybe you could have that in TOW/C as the solland there is the actual starting faction.
I realized it was the same in Araby for your bretonnian mods. I was able to "liberate" Outremer, K. of the Flame and Repanse, but not K; of Origo, even in Zandri.
If ever it is possible.
@Darla - thanks for the campaign, hope u had a good one!
line 124 where it produces
"attempt to call method 'command_queue_index' (a nil value)". I believe this occurs because the faction:faction_leader call in this instance is returning a NULL_SCRIPT_INTERFACE (since Solland has been confederated). Probably want to add a check in the script that the faction isn't null to it.
I can't recruit "Eldred guard" because there is no button to recruit elector unit.
I tried to check and it only disappears when playing IEE campaign.
Can you check it? Thanks!