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报告翻译问题






I don't even see any selectable trait for the species
For example the duplicate tier iv knights
1 - The mod will now require to be in the end of your load order. (To ensure as little conflict as possible)
2 - Faction builder will have a new caveat, you cannot leave any unit in the 1st Basic option, they will become floating heads in the preview and during the game. (You will notice once you load in)
3 - The mod will now require to cast a free Minor Transformation during the game, or select a free Form Trait to apply the changes. (This duo functionality was implement with help from Von Schnitzel)
4 - The only way for the AI to have custom outfits will be with the free Form Trait. (If they have custom outfits and no trait, they will have overlaid outfits)
The 5 max trait is or at lest i assume it is a hard coded limit we can't change.
There is no ''custom faction tag'' there is 4 place you can put modelity providers 1. form 2. society 3. tome 4. cultures and subcultures there's one more but i'm not going to mention it because it SUCK so much, form have the least amount of problem out of all of them and trust me i know.
Even tho i don't use this mod my self and barely even use my own these days (why play a reskin when you can make it in to a culture) i have decided to step in and resolve this problem using the old soulution i used for my mod.
There is now a form trait you must add its free but will use one of the 4 traits you can have, transformation spell still exist as a player only option tho if you don't want to sacrifice 1 of the 4 trait max..
I truly wish i can revert the mod to the original functionality eventually, but in the mean time i hope you guys can still find some fun using it vs your own custom factions inside your libary.
Or going through yourself and making sure all the vanilla AI leaders have custom characters set in their data for the mod itself.
Thanks for the update though
Extended functionality to Ancient, Elysian and Architects
Added new outfits of the following themes (Check pictures for previews)
New - Archon Revenants
New - Architect + High
New - Spartan Architect
New - Mesopotanian Architect
New - Oracle Outfits
Extra - Reworked some Base Culture Outfits
Extra - Helmetless Base Culture Units
Extra - Imperial Oathsworn
Thanks for the patience, and have fun!
Culture Makeover has returned, but prepare for a big list of changes:
Warning, since the Griffon Update:
1 - The mod will now require to be in the end of your load order. (To ensure as little conflict as possible)
2 - Faction builder will have a new caveat, you cannot leave any unit in the 1st Basic option, they will become floating heads in the preview and during the game. (You will notice once you load in)
3 - The mod will now require to cast a free minor transformation during the game. (AI will cast it as well, the spell will come with a bunch of notes of what it does)
4 - Since the AI will cast it, other factions will need to have selected outfits themselves. (Or they will become floating heads in game)
5 - Which means this mod will have trouble with Triumph custom Godirs and Maps. (Yea, it sucks)
Im sorry to have all these new annoyances, but this is the only way to keep it alive, unless Triumph can help us out in the future.
I've read your comments on all three mods so I know that you are very busy but that you have a plan. That makes me happy because I love all 3 and waited to even try the DLC until they were ready. For now I'll play with the other two. Thank you so much for the effort you have put into this mod, it really helps my immersion. If it gets updated I will be delighted. If not, thanks for the good memories!
I'm in the same boat. Over 20 custom factions, all customised over hours and hours to make the fit perfectly for my vision of this faction. I don't want to do them all over again. :D
Thus I'm waiting patiently for an update.