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






I will not get back to TWWH3 for a while, so do feel free to take over and make changes.
Something in the base mod might be breaking the unit cap system in SFO. I am trying to figure out why, but this might gonna take a bit of time to update. Meanwhile if you r using this mod, know that your capacity may be 100 over its actual value.
:)
So I take a look on the garrison problem. It seems like the pirate faction (dead flag fleet) spawn into the game and "take over" its starting regions from their original owner. This means the game count it as if it just acquire the regions when the game start, therefore its garrison will be empty and will start replenishing when it is their turn.
I am not sure how to fix it and it is possible that this problem occur in the base mod as well.
At the current moment no. I am going to start my master program this august, so I doubt I will have the time to play test, create and maintain more mod from Polijanan, since they tend to be quite massive.
@Broly The Legendary Super Saiyan
I will take a look later, can you confirm if this only happen when you play Nakai or if you are using that submod which effect the pirates faction?
I have just tested on my side with a new campaign and some custom battle, it should not crash when try to load Cathay's unit list nor should it crash when starting a new campaign.
Chances are steam fked up your mod update, unsub and resub then it should work.
There is no need for content update, this update simply aim to fix some outdated table and UI element.
Do let me know if any of you guys think there could be new attribute/changes to some units tho. I was thinking on giving Samurai units executioner when their passive ability is active, but its still just at the thinking phase.
I will update the mod at some time after the June 25th.
That said, its kinda hard for me to update the mod even if CA never pull the whole bs with dlc pricing and stuff. My plate is quite full with IRL stuff.