安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






As for the other question, I have no knowledge of anyone working on a port (I have nothing against it, mind you).
I understand this mod only supports Vanilla, but has anyone gotten it to work for RT, or know what's going wrong?
Now from what you have written it is apparent that you are playing Rising Tides which apparently fixed that problem, but this mod is for the vanilla version only, and unfortunately, unless someone decides to take over, it will remain a vanilla only mod.
The reason being that I do not posses Rising Tides and I do not plan to buy it, seeing as how it is ridden with bugs and several unbalanced stuff.
Still, last time, there was nothing wrong with the quests, and they decided to break it, so...
In the RT streams, they are playing (what i suppose) is unmodded RT, and getting quests and fulfilling them, so i guess they fixed it for the xpac? What do you think?
I also have a related question. Before the Quest system was broken, and after using this mod to fix it, I encounter a tile where a Crashed Satellite appears on a tile graphically, but on mouseover the game does not register that there is a Crashed Satellite there. Explorers also cannot perform Expeditions on it. I remember reporting it shortly after release, but I don't know what, if anything, happened after that. Any ideas?
@Rogg I haven't really looked into how to create DLC like mods, and right now I lack both the time and the motivation to learn how to make them. There are no plans from my side for such conversion, but should anyone want to do that, they have my blessing.
Is there any chance we can get a DLC version of this mod?
@TheAhn1995 The purity floatstone pop is a bid random by desing. It is not completely impossible that no floatstone at all will pop, but it should be a very rare occurence. If it happens again try to provide a saved game a few turns prior to that occurrence.
I have made a quick test and it seems that there are no compatibility issues between the new patch and this mod, but I haven't checked every single modified quest.
Should you find a problem please report and I will try to fix it.
If you had that enabled then the cause is most likely that: "don't use alien strains." If not you need to figure what other mod is.
Remember, when you start a new game as soon as you land you are supposed to get a notice that tells you about victories, and you should be able to see the victory progress on the quest log. If you don't see that, then something went wrong.
As a last resort you can try unsubscribing, deleting the mod from your folder and then subscribing again from in-game, if anything else fails.
I have tried both my affinity quest fix and alien hostility and the game works fine for me.
There is probably a third variable that causes the crash, but that's quite the conundrum.
Just to make sure you should probably delete both mods and download them again, who knows maybe they are corrupted or something.
Other than that, I have no idea.
Having Alien Hostility and the Affinity Quest Fix running together causes the crash.
Someone reported a major bug related to that:
http://forums.civfanatics.com/showthread.php?t=541465
So first you should deselect Alien Strains. Try without it and check if there are still problems.
Also which OS are you using?
Though I'm not sure if that would solve all the issues.
http://www.reddit.com/r/civbeyondearth/comments/2r2j7j/help_with_mod_incompatibilities/