安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題






its just the language file and only the german text in it, so it should be easy to copy it in your files
@author
I would be happy if you would add this to your mod, then I will delete the translation again.
This and the Farming District mod are great additions to the game.
They're practically "must have" mods.
I wish Housings and Village Militia were combined. The Village Militia is a building that never gets built, it's not worth the build slot, let alone the money to actually build it.
In all seriousness thank you very much. I was about ready to give up on that venture. And attempt to locate where the faction names are held. But alas i can put a hiatus on that now that this finally works. Grazie again.
Restarted back into my files to check what could be the problem, and I overlooked something; The game does not directly have a way to remove prerequisites, so you have to delete it first.
Got you the good solution code and tested it myself so it DOES work:
CastlesDistrict.buildings
{
Barracks = 1.5
RoyalArmory = 1,2 { prerequisites { Barracks } }
delete LordsCastles
LordsCastles = 2,2
RoyalPalace = 2,3 { prerequisites { LordsCastles } }
}
This way the game starts the building "fresh". Nothing else is affected.
So just put it within a "Defs" folder within the mods folder to mimic the way the game handles code. BAM.
districts.def is where you add or take away prerequisites.
And of course, best practice would be to make a mod folder with just the file you wanna edit inside:
C:\Users\(yourname)\AppData\LocalLow\BlackSeaGames\Sovereign\Mods\
Which would look like this:
CastlesDistrict.buildings
{
Barracks = 1.5
RoyalArmory = 1,2 { prerequisites { Barracks } }
LordsCastles = 2,2
RoyalPalace = 2,3 { prerequisites { LordsCastles } }
}
And save it under (name).def within the mod folder linked. Bam, then just activate it within the game. Hope this helps.
This section:
def CastlesDistrict : District
{
name = "Military"
color = "#902B2BCC"
//color = "#772828CC"
//requires { Keep }
caption_count = (keeps_count)
buildings
{
Barracks = 1.5
RoyalArmory = 1,2 { prerequisites { Barracks } }
LordsCastles = 2,2 { prerequisites { Barracks } }
RoyalPalace = 2,3 { prerequisites { LordsCastles } }
}
}
def LordsCastles : Building
{
name = "Lord's Castles"
flavor = "This reformation of keeps turns them in impenetrable fortresses with extreme importance for the province's defenses and army training."
upgrades
{
buildings
{
Fiefs
CastleGuards
WatchTowers_Castles = 1,1.8
LargeKeeps = 2,2 { prerequisites { CastleGuards } }
Artillery_Castles = 2, 2.8 { prerequisites { CastleGuards } }
}
}
icon =
ai_category = "Military"
}
Just remove the prerequisite and leave it like ( ( Castle = 1,1 )
This is an example but shouldn't be too far off.
Keep in mind that the edits will revert back when they update the game, unless you make it a mod with it's own file, but for such a small thing I wouldn't bother.