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Ryzen 5800x3D user with standard SATA SSD.
Also using Abilities and Spells and No Default Garrison. I have many mods installed, mostly SFO, Mixu, all FSFranger battle maps, UI stuff, and cosmetic stuff like custom looks for lords and beautiful female lords and heroes.
This mod somehow negatively affects the campaign map loading time. Standalone, it just slightly increases it with some freezes. But with many other mods installed it essentially doubles the loading time. I strongly recommend that you inform people about this possibility in the description, thank you.
❗❗❗❗❗!!!EVERYONE SHOULD READ THIS BEFORE INSTALLING THIS MOD!!!❗❗❗❗❗
Steam comments are getting to disorganized with the number of mod I have on the workshop at this point
@Mumm-Ra no idea what kind of issues you are having with the heroes, my mod doesnt spawn any.
Abilities and spells doesnt spawn heroes either.
Units from special mechanics are not allowed into garrisons (in most cases).
@Ghostgg10 I thought I had fixed that issue :(
https://ibb.co/ksM4Rzn8
Load times are longer then vanilla, nothing I can do about it, if you cant stand those better don't use it.
@Mumm-Ra yes thats the button, since nurgle does not have regular recruitment the button does nothing, I should probably just hide it for those factions.
@Dragonborn No, but there is a mod that increases their chance to occur.
@2guildwars yes there are mct options to adjust size. Something like Tier X Unit Limit
Now that I see it I should probably rename them to something better.
@Mumm-Ra yea annoying visual bug, should be fixed in the next update.
@TheGrandSirPiggy compat for a bunch of requested mod will be added soonTM
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=3566493524
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=3558479879
https://ibb.co/FkGxPfWX
2 Clicks on Garrison Details:
https://ibb.co/4nL1nynw
I'm playing Tamurkhan's campaign. I've got quite alot of mods running. IEE with all of SCM's factions. All the OvN mods too. When I click on the Garrison Details, you can see in the results in the first pic. But if I click on the button again, it fixes its self.
I'm using alot of mods, so there may be conflicts. But I don't see this new button beside the hero recruit button
https://ibb.co/PzMfMTW5
you mean this button?
https://ibb.co/V0FCZD94
This mod changes the army limit, but from my testing does not work for ai garrisons.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3297164969
As for removing default garrison units:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3350564210
I had that happen once, for some reason the game forgot to show it, and after trying to add a unit it showed back up.
If its just some units then I have no idea.
Settlement clickbox is finally fixed now
Enabling garrison upkeep in MCT and setting the free builds slots to 0 is a workaround to correctly show garrison upkeep in treasure UI according. Force-updating treasure income (f. ex. disbanding/instant-recruiting any unit/lord/hero or adding a unit to a settlement garrison via this mod) is required to see the UI change.
I guess that in all cases, the AI does not pay any garrison upkeep? IMO that is needed to not break the campaign AI.
Since I don't want to flood the comments, would you prefer opening a discussion instead for lengthy questions/feedback? Anyways, this mod fixed the "too easy to expand" issue for me, and added the unit variation needed to make this game fun once more. Thank you!
Tho to be perfectly transparent, with default settings its impossible for the ai to get high tier units until probably turn 50 or so.
They get a bonus on game start for the starting units so those can be quite high, but after that its mostly tier 1 and 2 and a bit of 3.
Also depends a bit on how the bonuses stack
For example province capitals get a bonus and faction capitals as well, with those stacking its possible to get better units in that specific settlement.
All these are mct adjustable, you can take a look at the mct guide in the discussions or just test it out.
My interpretation is that if toggled on, then the AI has their global recruitment for garrisons. The garrison unit distribution would still take weightings into account, but recruit/upgrade units over the end turn and neglect recruitment duration (f. ex. Empire could get a Steam Tank in one turn in any settlement, given they can recruit one and is rolled by the mod).
If toggled off, it is *any* unit of the faction (f. ex. Empire could get a Steam Tank in any settlement in one turn in any settlement, even if they don't have the required building yet is rolled by the mod). Are there any constraints in place preventing the AI from getting a T5 units such as Steam Tanks in the early game?
No idea what I updated 2 days age, tho I try to keep the changelog up to date, so that would be the best history source.
That issue with the settlement button again, I need to check that.
To see the upkeep icon you have to enable upkeep in mct, then it shows up on the unit card.
The upkeep cost is shown on the top left of the settlement panel, same place as the one on the military force panel. If you hover over it it will show the free slot breakdown provided by the buildings.
"Only recruitable" allows the automatic generation to select units only from those the faction can recruit anywhere at all.
The default behavior is that it selects from all units a faction has theoretically available no matter if they are recruitable or not
In the feature guide on UI:
"An overview of the provided slots is visible when hovering over the garrison upkeep amount in the settlement panel. Every unit has a little icon that shows if its free." Where can I find this? I can only see if it is a custom unit with the fort symbol, but otherwise nothing.
About the "only recruitable" MCT setting:
Is this only for AI/auto-generated garrison? What is the difference between "all units a faction has available" and "factionwide"? With all other settings on default, I did not notice any immediate changes. My guess is that the default option is local recruitment vs global recruitment for AI garrisons?
Maybe at some point