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These additional troops will be airdropped on the first turn, does not involve the probability of generation
There have been no changes to Rogue Armies in recent updates other than "Gerhardt's Mercenaries" being suddenly taken over.
I'll probably try this later.
Still this spices up the regions very well, thanks dev for the mod!
Because those comments mentioned Rogue Armies for RoC and not Rogue Armies for IE.
They don't work in Immortal empires because the scripts don't work.
Is working
RoC's Rogue Armies build script doesn't work in IE.
@Goth Disco Punk
The problem has occurred again. Anyway, please notify the official website first.
Will giving 1 gold to another faction work this time?
Yes, please download the mod again.
If it cannot be resolved, it may be a script conflict. Just close this Mod.
[out] <11.3s> Loading mod file [script\campaign\mod\turn_end_rogue_enable_movement_fix.lua]
[out] <11.3s> Failed to load mod file [script\campaign\mod\turn_end_rogue_enable_movement_fix.lua], error is: cannot open turn_end_rogue_enable_movement_fix: No such file or directory. Will attempt to require() this file to generate a more meaningful error message:
[out] <11.3s> error loading module turn_end_rogue_enable_movement_fix from file turn_end_rogue_enable_movement_fix:[string "script\campaign\mod\turn_end_rogue_enable_movement_fix.lua"]:18: ')' expected (to close '(' at line 1) near ';'
[out] <11.3s> Failed to load mod: [script\campaign\mod\turn_end_rogue_enable_movement_fix.lua]
I just place these units, and they still behave according to the game's course of action.
Maybe the production team didn't expect they would survive that long.
I know the issue here is obviously "because I have a longer mod list" but the mods I use are mainly unit mods outside of major mods like IEE, or a mod like yours.
Can you think of any reason as to what is causing the conflict and not causing Rogue armies to spawn anymore? Any certain types of mod that would conflict?
I use PJ's mod launcher, so I tried also putting rouge armies right at the top but they didn't spawn near Grunburg/Altdorf anymore - because a mod like Caravans of the old world could cause conflicts?
The spawn location is based on the original game map coordinates. Compatible with "Immortal Empires Expanded" ,
Doesn't work for "The Old World Campaign by ChaosRobie"
{链接已删除}https://chat.openai.com/
Spawn locations are based on Immortal Empires' original game map coordinates and may not work in multiplayer."
So its safe, but then not safe? Not quite understanding, or were you talking about IEE for the second part
According to the game mechanics, Rogue Armies will only spawn around the player, but now everyone accompanies you and suffers with you.
@Zach
Currently it's done by script, so it's safe.
Spawn locations are based on Immortal Empires' original game map coordinates and may not work in multiplayer.
Probably some sort of scripting work around to make them be at war on their nearby starting region's owners.
Warhammer 3's new mechanics prevent them from taking over cities and make them behave like nomadic factions , like the Beastmen of Warhammer 1.
Well, I will directly assign the neighboring cities to them in the next update.