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I see, very nice to know it does nothing in case text do not rely to something.
Also, I hope you did not see my message as a "You could do better, it looks easy come on". Not at all that way. I had no idea it was looking that hard and it is normal that, as a passion free time hobby, you cannot get the perfect DB knowledge of CA :)
Unefortunately, it would be such a pleasure to help that way, but my drawing skills are limited to Sticks Men :D
Lastly, thank you very much bout taking the time to answer and most of it, talking the time to explain me all this. It really help understanding the "hidden face" of your work. Work that is just huuuuuuuuge among all those tech mods!
Once again, thanks and cheers! :)
Ability Icons are very small and its very difficulty to create a new one (for me). There are so many skills to need for modding. Knowledge of image processing knowledge of the complete CA database knowledge of the asseteditor and much more. Unfortunately I am not an expert in image editing. And therefore I only change a few colours of the pictures from existing skills.
If someone can create great icons in max 48x48 pixel, please let me know. It should be noted that these must be round.
Maybee you Goldberg?
effects_description_decky_effect_nor_anti_infantry_Champions
effects_description_decky_effect_nor_anti_infantry_manticore_chariots
effects_description_decky_effect_barrier_health_mod_warhounds
effects_description_decky_effect_barrier_health_mod_skin_wolves
effects_description_decky_effect_barrier_health_mod_chd_monster
Cheers, and thans for everything you've done!
I have corrected the effect and will now do the same for the other tech-tree mods.
A lot of work that is actually totally unnecessary... thanks CA.
The mod has been updated and is working again.
it dosnt seem to be problem of this mod tho, but i wont be trying to find the conflict since i have over 230 mods, and since this dig in ability dosnt hurt anyone :)
i dont have any other mod that would change tech tree outside of research overflow
when i go vanilla + Tech-Tree compilation then its OK
but with 230 mods it still happends
i mean its not a problem i guess but still .. there seems to be some conflict somewhere, but idk where
There are 2 technologies missing from the Wood evles that are displayed on the Chaos dwarfes when you use the compilation with this mod. This is actually not possible because the technologies belong to different factions. CA has screwed up something here. I will report it to CA.
INDUSTRY
the last colum on the right (Research, Dark Knowledge, Explored World) are missing, instaed on top there is Allied Vision (research +25%) and now i have FOURTH section (Military, Sorcery, Industry, ECONOMY) ECONOMY that has in the same faar place the most right 2 nodes Seeking Knowledge, Deepwoods Prayers that both give research rate
its not research overflow mod
MILITARY
my sugestion would be to round all the numbers to 5 / 10 /15 etc to make it eaiser to count with (especialy with % values)... and up all the small numbers (below 5) up to 5, like melle attack +2 on labourers is whatever, but +5 feels way better, could be OP tho
could be added?
increase number of uses of Tower of Zharr abbilities
increase number of uses of hero/Lammasu/Taurus abbilities
new abilities for hero/Lammasu/Taurus/Kdaai units