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报告翻译问题






Remark : Keep in mind that recruit godirs from your pantheon is locked on Story Realms.
(And it's simple : If you do not have the button "Hero Overview / Recruit from pantheon" in a game, then recruiting from pantheon is locked for this realm, as is the case with story realms. So this mod can't recruit from the pantheon either).
I play with.
The mod is still ok with this update.
Note that with the Tiger update you can now recruit heroes from the pantheon, but this costs a lot of imperium, so this mod is less but still useful because pantheon heroes can be recruited by other means with this mod.
Either way... this mod can't be used in the story realm, that's for sure.
Altough I haven't tried it in yet in the second ER level where you are actually given one of your pantheon heroes via story dialogue. Maybe that means that custom/pantheon heroes are indeed enabled on that level. I must investigate this...
I did avoid any unlock items but not certain that's still a problem. I create my new leaders with vanilla items then customize them via the in-game option, which I don't think is kept when they're ascended.
For one of them, i deleted it from my pantheon while it was in a not finished game.
So its ascension after this game was done but with some informations kept while it was still ascended.
And this is tested : This ascension does not fixed the issue.
To fix the issue, i had to delete him, and then launch a game with a pantheon where he was not, and then re-ascend.
So the information who prevent a Godir to join is stored in the Godir record, not in the Pantheon records (or file).
It's annoying, of course, but there's a problem in the game...
"If your pantheon hero has any unlock-able item, they are ineligible for recruitment."
ok may be true, but this does not explained why i fix the issue in my rulers by delete them from the pantheon, and re-ascend them.
I'm beginning to believe Stephanie's explanation,
Not that the mod can memorise anything, that's impossible, but the game can and who knows what it does to the ruler or Pantheon files when you call a Godir.
Maybe it's tagging something somewhere, that I've implicitly ‘reset’ by un-ascend/re-ascending my rulers?
https://www.reddit.com/r/AOW4/comments/153azfa/pantheon_heroes_recruiting_conditions/
Well, for me the issue is not on the mod...
I do not understand what appen yet, but this is what i just tested :
- I have a pantheon with ~40 Godirs, several profiles : Champions, mage, dragon, eldrish...
- All of them can be called as heroes except 3 dragons (i tested all)
- I have 5 dragon, the 2 other one can be called as heroes so the issue is not about "dragon" and i thinks it has nothing to do with this.
- I took one of these 3 dragons, and deleted it from my pantheon, and then quickly re-ascend it
(I used my other mod for this https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3317384822)
=> Then i launch the game and then this dragon can now be recruted as hero like all other Godirs.
So delete the godir from pantheon and re-ascend it has fixed something in the record of this dragon.
I think there is an issue somewhere in the game, but it is not simple to make a clear report.
I'll play around with my pantheon (maybe start a new one and see if that makes any difference). I may also see if I can get the game to always make all pantheon heroes available from turn 1--not fair or balanced but Power Fantasy goes brrrrrt!
I'll let you know if I discover anything interesting.
- I take all the available list, provided by the game (but it seems that this list do not contain all Godirs, for obscure reasons i have to found)
- From this list, i take 3 Godir at random.
- All 3 are randomly chosen, so i can have 2 time the same, or 3 time the same. If this occurs, i remove one (so this Godir stay, but one time and not 2 or 3 in the list). This is why sometime whe have less than 3 Godirs (this, and also because you do not have enough Godir available).
According to the 3th point, if you have one Godir available, it will appear because in a first time it appear 3 times, but i remove 2 of them. I never remove the first one who appear, only the 2nd one or the 3th.
What i can said, it is that some Godir seems never join.
I just tested all my pantheon by make some available / not available.
All Godir come, but 3 of them never come.
There are all dragons, but it is not the critera because i have 5 dragons on my pantheon and the 2 other ones can join me.
=> So, it seems that some specifics Godirs do not join, never, and at this point i do not see why.
It seems that they do not "enter" in the game list of available Godirs, but i do not see why yet.
Perhaps its a bug in the game, or perhaps the game filter Godirs to make the list and exclude some of them, for an obscur reason.
The reason is not "dragon", i can hire 2 of my 5 dragons and no the 3 others.
I made lot of heros available, and can call lot of them,
do not counted but i have 10 godirs in my pull, so there is no limit for the number, or if there is a limitation of number, this limit is greater so have no effect here.
Test 1 :
I reduced my pantheon to only 4 heroes, all others are leaders only, or nothing.
What i can said, if that only the first 3 heroes come, but never the 4th.
This 4th was used in a not finished game, but even with a game end on this game, it doe not come.
I defined a 5th as heros, the game continue to send me only the 3 first heroes
=> So first point: The heroe list is well redefined by the game on each game start, but do not include all available heroes.
The not included hero is alway the same, so perhaps this is something that has to do with this hero.
The hero list is done for each game, and is reseted for each game, by the game...
I'll make some test about this...
A question : when you start a second game, you have finished the previous one ?
This to see if pantheon somewhere remember these informations of heroes hired, but i do not think so...
I already made lot of test, with all the reroes hired, and several games on series (douzen, just few turns to hire all heroes - with cost reduced at 0 and spell learned at turn 1), and never saw this issue.
The mod obviously must somehow "remember" which heroes you've chosen, else it would offer you the same hero the second time that you'd already picked. Problem is, the mod's memory is somehow "permanent", and not letting you ever pick that same hero again in any futre games. That's been my experience so far.
Right now, in a new game, after activating the spell and using it,I am being offered NO heroes, I have selected all mt heroes by now in previous games, and the mod's memory think i've already chosen them and thus will not let me choose them again.
Sounds like something that COULD be fixed, by examining how the mod "remembers" which heroes you've picked, and how it stores the information. Right now it's storing that info permanently, for me.
Story realm cannot be edited when started (when you launch it, the button "Edit" is not active).
In others games, if you switch OFF the parameter "Advanced settings / Game flow / Allow pantheon recrutment", then the building can be build and the spell casted but no hero will come, never... i tested this.
Story realms have several restrictions... may be something in story realm prevent the building, but i have no idea to explain this right now.
If you want to use the spell without the building you can reactivate the first trigger - i made it to test the spell alone. This trigger give the spell available at turn 1, with no cost. (the upgrade cost of the spell is somewhere else) but it is a form of cheat :)
Watch if Godirs are tagued as "heroes" in the pantheon,
Also, if one is already in the game as a leader, he cannot come as heros (as you can tag them "both heros and leaders").
Have in mind that a game use a pantheon as it is registered when the game is created : If you modifiy your pantheon after starting a game this will have no effect on a game.
It seems to work fine the first time, but on the second cast it says no one is available. I have 4 pantheon members set to hero (only). It seems to only pick the same one, as well (a eldritch sov.).
Am I doing something wrong?
There's a mod called "Optional Cosmetic Transformations" that'll let you cast an alternate form of the transformation spell without the visuals. These work with ascenscion and will keep the Godir without transformations. The mod hasn't been updated in a long time though, so the transforms from the 2 latest DLC aren't included.
Perhaps you use this transformation in your game and set it to no visible, but i'm not sure this have effect on Godirs who aquire this transformation in other game.
I already made a game with a called Godir, and its minor transformation appeear in the spell book as casted, but also the button for visibility was locked.
(This point is to be confirmed to be sure).
I'm having a little trouble understanding what you're talking about.
The only things that can be made non-visible in the game are transformations (not skills), and I'm scouring the wiki and I can't find any “infinite stirpe” skills or transformations.
Seeing that you're Italian I went to see if there was a deepl translation for that language and it says “an endless line”... are you talking about “Spawnkin” (because you're talking about “small size”)?
If so, this mod doesn't affect the graphical aspects of heroes, nor the rules governing the visibility of transformations... it does not touch these parameters.
Which means that if you bring in the same Godir by other means, you'll have the same issue that I can't and don't do anything about.
I think the build cost is correct and it's where it needs to be, it can be built mid-game, when you already have 3 or 4 heroes.
I think the spell cost is right... the 1st Godir is easy to call, the second costs a bit and the 3rd... I'm coming to the end of the game and I don't really need it, the game's over.
But this is a test I'm doing with “my” usual parameters: FFA, lots of AI in “brutal”, on medium or slightly larger but not huge maps.
Someone playing on huge maps would certainly have to use more godirs in their game than I do.
It is easy to make the correction for the building name.. only the .mo file is to be modified for this.. no need to touch .acp and .rpk so no need to rebuild the mod.
I'll change that, in an updated version.
For the “summon”... I first created a stand-alone spell in my first version and called it “summon Godir”... but Godirs aren't animals or creatures you can summon... they come if they want to.
And the spell alone is a bit light for a mod,
And I didn't have a tome to put it in. I had originally put it in the generic tome, but that's not really where it belongs either.
So after creating the spell, I added a portal to build to obtain the spell, with the idea of seeing the portal you see in many game screens, but seen “from the other side” i.e. from a realm instead of magehaven; and from a mage's tower since it's inside...