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报告翻译问题






Usually you need to subscribe/unsubscribe to refresh the mod.
Bottom line...use it on tiles with energy producing buildings.
---------------------------------
Deeper answer:
..it works like the Mechanicus "Power Surge" faction ability, which means that it affects any buildings on a tile except Headquarters.
So, in this case, it multiplies energy output of every building by 1.5. If a building would make 6 power, it makes 9. Easy enough, right?
But it works on all buildings on a tile, so if a building (like a research building) would make zero power, it makes 1.5 times 0, which is still zero :)
It does NOT increase energy requirements, only production.
I've been unable to get the daemonhosts to convert neutral chaos cultists. The only non-Doc mod I have is invasive wildlife, I don't think it's the issue. Do the cultists need to have their morale broken for it to work?
Deathguard and added your Abomination model to it. Thanks for your amazing work!
The squigs are still chompin' over at the Scrapyard, however.
......
Attack Squigs added.
Boom Squigs changed to Bomb Squigs and given a better mesh.
I can see how an online translator could mess things up, a word like "correct" or "incorrect" doesn't have additional negative connotations, where "faulty", "wrong", "untrue" etc each have additional negative connotations that a foreigner wouldn't know about. My buddy tells me what I've said is untrue; I'm thinking he's calling me a liar, while google translate sees all those words and finds them roughly equivocal. Ah language, what a fine double edged sword
Thanks again for letting me know. I also checked all of the other files, which were already in the .ext format, so shouldn't cause any conflicts with the current or upcoming DLCs.
I understand that translators can be difficult! Just as a future tip, I would appreciate avoiding "value judgements" about me like right and wrong, and instead focus on the error...for example:
"I found a bug in the mod, and traced it to your Building file. Here's a possible fix."
That was introduced after TOFFster nagged the developers for workshop support until they finally gave in! When I first modded my own game, I had to change core files, which (as you point out) was problematic.
And thanks for having my back, as always Nexus. I do try hard to respond quickly to error reports, and really want you guys to enjoy the mods. I'm sure the upcoming DLC will break something, and I'll need to do some urgent surgery to my mods :)
This mod is one of my first, and so contains some older styles, and the .ext file type was added long after the game was released so it was not in frequent use. I'm now very familiar with it, as you can see from my more recent Scrapyard mod.
I will attempt repair the issue, and thank you for bringing it to my attention.
<building>
<actions>
<produceUnit unit="Necrons/Nanoscarab"/>
</actions>
</building>
I recommend using this for all your buildings in all your mods to avoid future conflicts.
Thanks for the update, I have still been getting crashes since I last reported back- I thought it was fixed when I was able to complete a single campaign but that turned out to be the exception. It definitely isn't any wildlife mods tho cuz I got desperate and disabled all of them! I'll do some testing this week, thanks