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报告翻译问题






Otherwise it feels like a bare part of the map for high elves.
The game crashes to desktop when you start a new campaign
Chasslo_Landmarks_IEE.pack
The first invalid database record is
cr_minor_secondary_khuresh_5_3Chasslo_pools_Xholankha in table
slot_template_permitted_building_chains_tables
and pack file Chasslo_Landmarks_IEE.pack
The application will terminate now.
Crash report
---------------------------
The following mods cause a crash to the Database: Chasslo_Landmarks_IEE.pack
The first invalid database record is cr_minor_secondary_khuresh_5_3Chasslo_pools_Xholankha in table slot_template_permitted_building_chains_tables
and pack file Chasslo_Landmarks_IEE.pack
The application will terminate now.
---------------------------
OK
---------------------------
French version/Version française disponible ici :
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3614175416
Specifically (as Skaven and I think Lizardmen?) there are two landmarks ("Treasures" and "Cavern") and a resource for the minor port settlement, which only has two slots. I know nothing of the lore, but would it not be reasonable to move the race-specific one to one of the other two settlements in the Zarmuda Triange province?
Settlements are not related to settlements through Scripts, they use slot templates. I'll try to take a look at it as soon as I'll have some time.
@CheesyRamen Sure, no problem!
core:add_listener(
"BuildingChestCave",
"BuildingCompleted",
function(context)
local building = context:building();
local faction = context:building():region():owning_faction();
return cm:get_saved_value("Chest_script") == nil and building:name() == "Chasslo_Don_Estragon_Treasures";
end,
function(context)
local building = context:building();
local faction_name = context:building():region():owning_faction():name()
local faction = cm:get_faction(faction_name)
cm:add_ancillary_to_faction (faction, "Chasslo_Cursed_chest", false);
cm:set_saved_value("Chest_script", true);
end,
true
To use the Isla de Estragon as an example, am I looking in the wrong place?
A landmark in Lumbria, the new island chain to the South of not-Korea could be cool, it's supposed to be full of exotic monsters so something along those lines?
GOAT mod though
It's too bland without any landmarks, but it's not fun when there are too many landmarks.
Vanilla landmarks are balanced, there are generally no unique buildings in every tiny village.
It's weird when every province has 1-2 regions with landmarks.
It just makes them feel less unique.
- Should be Sorcery not Sorcerie
- Hero action success chance % for pellcaster is missing the 'S'