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The fetid grotto and sealed demon i set to spawn most every game, cause it's great to be able to change a couple preferences or get some free madness points, or for the grotto able to spread a madness plague, or even just get a quick tiny disruptive plague going for low menace then be able to lay low.
Is this intentional, or is this a bug? It looks like it makes umbral elves extremely vulnerable to ophanim's light, which would be a neat feature since they seem really resistant to shadow.
My god went "yum yum yum" very quickly on the crypt, and then when orc aggro drew a soul, my spirit caller walked a little bit north and abused tf out of the camp to have zombies and plague coming from the north, and a green tide coming from the south.
Also a fast Buccaneer realized that in the sea just northwest, there was a trade route that I could plunder 1900 gold from.
Sadly I drew too much awareness by awakening too fast and not realizing that the plague power has a major drawback of creating evidence (got to learn to read one of these days....)
I got stomped by an even-more massive alliance army, but boy the mid-game and early game of that run through was pretty sweet!!
Fixed now. Thank you for the report!
Even after a full removal/re-install of the mod and the game, only the vanilla dwarven nation is spawning now.
I also cannot load games prior to this mod update; getting some missing content error.
Thx for all your mods btw, it really helps elevating the game even more :D
All that said, I've really enjoyed your mods and all the content they've added. I'm looking forward to what you do with the dwarves. :)
[Part 2/2]
I've managed to avoid it by loading a save far enough back, but other times it will occur even after reloading, so there must be a trigger that I don't know about. I can't actually be sure it's one of your mods that's causing it, but I never encountered this in vanilla and the only other mods I have are extra gods. (Kishi, Living Void, and Escamrak.)
This crash started happening after I downloaded your mods (Wilds, Characters, Societies, and Names.) and the extra gods. (I downloaded everything at the same time.) It has happened with multiple gods, both vanilla and modded.
[Part 1/2]
New dwarf societies are in development, but right now I don't have any plans to add underground content to Living Wilds. You could put all kinds of things underground, but with the size of the underground wilderness and dwarvish self-enshadowing it doesn't really make sense to have them plugged into the Living Wilds gameplay loop of "enshadow locations next to the wilderness, enshadow the wilderness itself, corrupt the inhabitants".
With that done I should be able to start on the dwarf societies proper.
NullReferenceException: Object reference not set to an instance of an object
at LivingSocieties.UM_Socs_Dragon.turnTickAI () [0x0008e] in <f7f671aa058c40bb92ab6161cc355057>:0
at Assets.Code.Unit.turnTick (Assets.Code.Map map) [0x000ba] in <44cc5d74573840ce954df078ea6bb29e>:0
at Assets.Code.UM.turnTick (Assets.Code.Map map) [0x00001] in <44cc5d74573840ce954df078ea6bb29e>:0
at Assets.Code.Map.processUnits () [0x00043] in <44cc5d74573840ce954df078ea6bb29e>:0
Also made sure I was on the current version. Seems to occur later in games, I've had this happen twice now turn 200+.
I've pushed a patch for other tweaks and bugs.
Getting a null reference error red text. Before I thought it was Khanates specifically, but after turning their frequency to 0 I got it form what I believe to have been Dysnasties.
NullReferenceException: Object reference not set to an instance of an object
at LivingSocieties.SocData_Dynasty.turnTick () [0x0040b] in <28cfd5fbda764fbeb29b18f70ca96458>:0
at LivingSocieties.Soc_Socs_ModSoc.turnTick () [0x00012] in <28cfd5fbda764fbeb29b18f70ca96458>:0
This might be a silly question, but could it be that the "Elves" button is unchecked in the map settings?