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报告翻译问题






MBR does not stop the construction of oath buildings.
MBR was updated 7 hours ago, which was 4 hours before you commented claiming the mod stops oath buildings being constructed and needs updating to 1.17.*
Perhaps you should read the update on the workshop page and view the Change Notes before you post in future.
Before you make claims mods are not working, start a fresh game with just the mod in your playset and test if your suspicions are correct. If the mod doesn't work then make a bug report, otherwise if the mod works on it's own you have a mod conflict in your playset, so you'll need to find out which mods conflict with the mod you thought was bugged.
The only building AI cannot use is the Civil Engineering building.
There is no option in the mod to prevent AI using the buildings.
Glad you got it working, enjoy
Are you using MBR or MBR + AGOT ?
I don't play AGOT so can't say for certain there are no issues but they are are two different mods, so if you use the wrong one then you are most likely to have issues.
over the map. I first noticed it in the duchies of Harrenhal, Seagaurd, Fairmarket,Three Forks and The crossing a few in Dorne, the north, the stormlands. I cant remember if any Vale or the Westerlands or the reach. i didn't look at at the Iron Islands. so it doesn't affect the whole map. and it's only with the Forest fort, hillfort and castle walls building tree nothing else.
That is not caused by MBR but to be sure, just create a new playset with only MBR in it, then start a new game and check if you can construct those buildings.
Let me know if you still have an issue with only MBR in your playset.
Nope, that duchy building is not in MBR
I know there's a function to replace buildings, but in this particular case it's greyed out.
Does this mod add the Duchy tribal building "Tribal Assembly"? If yes, then I'm afraid there's a bug which makes the building stay/not convert after feudalizing - effectively locking all my duchies out of having a proper feudal building ;___;
Is there any way to fix this? AFAIK you can't remove buildings in CK3, so uuuh... I'm kinda at a loss here
Hospitals can be built in any county capital not just castles.
If you were to check your game you'd see there are theocratic rulers with hospitals in temples and maybe the odd one or two republics with hospitals in cities, also governors in admin realms.
I didn't want hospitals in every province because the buffs are too powerful, plus there are the vanilla hospices which can be built anywhere to provide epidemic resistance and piety/legitimacy buffs.
Your description states that Hospitals can be built in Cities and Temples, but in reality, this isn't possible. I checked the code, and Hospitals can only be built in the county capital, which effectively means they can only be built in Castles. Is this issue in need of a fix? The stress reduction function of Hospitals is very useful.
Sorry I have no idea, I don't use the mod, you'd have to ask the mod author.
No, MBR and COW are not compatible.
Oh I see.
I will be adding a couple of new buildings and also rebalancing the mod but it won't be any time soon as I still have a lot of work to do to my other mods, and having been without internet access for a few days my schedule has been nocked back even further
ahh I see, the significant update is the long asked for inclusion of a scrolling building view on the county window.
Due to the Civil Engineering building it is easily possible to end up with far more building slots that can be shown in the vanilla window, which has long been a problem for subscribers of the mod.
I have always rejected requests to add a scrolling view due to how inherently bad the UI is and unfortunately there are no mods out there that can provide that requested functionality in a seamless manner.
So with this update I have tentatively released a scrolling view to address that issue which hopefully I will be able to maintain in the future.
I don't see any reason why it wouldn't and haven't had any reports saying it doesn't but I don't play MP so can't say for certain.
Best I can suggest is try it and see in a fresh game so you don't mess your game up.
wow, I literally just said read the change notes and you then post a comment asking me what I changed?
np, though you should always read the change notes to see what version the mod is on and if there have been any changes.
Hint, for this update there was a significant update ;)
Try reading the page you're on.
The mod was updated over a week ago, in fact later the same day I said it would be done at the week-end
I just bought tours and tournaments as well as roads to power, so I'm excited to play again, but can't until this last mod updates.
Thank you <3
I have a heavy schedule atm so I won't be able to add any new buildings right now but I can add it to the TODO list and the next time MBR floats to the top I'll address all the MBR notes at the same time.
The mod will be updated some time over the week-end
Support structure, 10 of these and you get 50 martial skill.
should probably nerf this buff, seems to fit better in a dutchy building.
coach house and war camp adding knights is way strong.
I like the idea of being able to get more knights, but this should be limited.
It would be cool if possible to add knight at +1 structure level for each of the same structures held.
now one can spam 10 of these level 1 structures at start of game and use knights to dominate.
Another thing is that when playing as Asatru these and a couple more buildings cost only gold, and very little of it.
Well both MBR and COW work but are not compatible, so if you use a compatch which claims to merge them then any problems you face will be in the compatches hands.
Before you report bugs on mods always test the mod in a standalone playset because other mods can conflict, causing unexpected results.
Start a new game with only MBR in the playset and try to build GHoC anywhere, you'll find it's not possible as you claimed, at least not in the tests I just did.
As I have said before, MBR does not support COW so it's no surprise one of them breaks when they are used together.
Probably the compatch allowing them to work together.
To be sure though just start a game with only COW and MBR to see if they play together, which would surprise me because my memory from a year or so is that they don't.