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报告翻译问题
For now you can read some informations in the collection "Vesporium's Ancient Historical Maps",
and more in the 3 last paragraphs of the part titled "Publish new versions for certain settings, in particular to disable placed thrones & How to edit maps yourself" of the 2nd message of the feedback present as discussion of the workshop article of this map HCAM.
MA Slaanesh = 169 = MA Niblungheim (Sturm) --> Germanic
MA Strigos = 175
So, the same ID conflict exists between Zharr-Nagrund (164) and Slaanesh (169).
I've just tested, and I also have the same error messages, even with the setting "Special start locations are disabled", where all these modnations also spawns in the province of their ID, so unlikely what I've said. I don't understand why this happens, because it's contrary of the principle of the setting "Special start locations are disabled". Maybe this setting only redistributes locations of vanilla nations ?
If, when you start the game, you leave the assigned locations enabled, and if so, if you leave certain nation locations marked as “random”. Certain nations, even vanilla ones, have the same starter, but I believe this only applies to EA nations (Kailasa and Lanka / Vanheim and Helheim). There are few cases, but the probability of having one is higher if there are many random nations. If we include mod nations, there are many more, and in fact it is not limited to the mod nations marked in the description, as several mod nations from different modders share the same ID (as is the case with Athel Loren and Ulthuan).
Furthermore, the nations do not match up at all. If you want certain nations from Sombre Warhammer to appear in a specific location on the map, you will need to edit the map's .MAP file. I discussed this with Powerfinder in the discussion about his feedback on this map, and I will try to create a guide on Steam on how to do this.
If you're interested, I'm about to finish my own Warhammer Fantasy map (similar in size to HCAM), on which the starters will be adapted primarily and almost exclusively to the nations of Sombre Warhammer.
MA Ulthuan = 152 = LA Loringia (Sturm) --> Belgian
MA Nehekhara = 153
MA Vampiria = 154
MA Beastlands = 155 = MA Hagia (Sturm) --> Roman
MA Bretonnia = 156 = EA Xsaca (Sturm) --> Persian
MA Tilea = 157 = LA Qadesh (Sturm) --> Carthaginian
MA Skavenblight = 158 = EA Paionia (Sturm) --> Thracian
MA Karaz-a-Karak = 159 = MA Hleysey (Sturm) (future UW)
MA Black Crag = 160 = MA Abdera (Sturm) --> on numidian coast
MA Bone Nose Tribe = 161 = LA Hagia (Sturm) --> Byzantian
MA Norsca = 162
MA Goldtooth Tribe = 163 = MA Al Mada'In (Sturm) --> Arab
MA Zharr-Nagrund = 164 = EA Raetovari (Sturm) --> Germanic
MA Altdorf = 165 = MA Melangell (Sturm) --> Welsh
MA Nuln = 166
MA Middenheim = 167 = EA Shinar (Sturm) --> Babylonian
MA Itza = 168
MA Slaanesh = 169
MA Khorne = 170
MA Kislev = 171
MA Nagashizzar = 172
MA Nurgle = 173 = LA La Mancha (Speleothing) = LA Tayberon (Wild West) --> Spanish
MA Tzeentch = 174
MA Naggarond = 178
This map (nor any of its three submaps) contains any starter nations assigned according to the Sombre Warhammer modnations, however, without modifying the file or the mod, certain Sombre Warhammer nations will always appear in the same location when they have the same ID as one of the modnations I have placed. I have noted the list of IDs concerned if needed. Here are those including the Sombre Warhammer nations, with the assigned starter :
Furthermore, I'd like to create connections that still require swimming even when the provinces on both sides are “cold” for islands near the coast (be it winter, or the dominions of local nations), but we hadn't found a solution to do this.
- because in MA and LA there is only one nation,
- because of where put the eastern boundary, here it's make sense for non-indians explorations and deplacements, to try to recreate persian and macedonian empires,
- and because for entirely India (and so larger UW indian ocean) there's absolutely not enough nations, even with present modnations.
What's more, having alternatives nations for a same area opens up the possibility of choice and a different gaming experience (and it's always possible to select disable starter nations).
What do you think ?
I've just add two sentences to explain this. I'm not sure to understand your suggestion.
I know and understand this difficulty and problems for players who want choose to put random nations. I think it's not possible to write in file code which nations must mutually exclude if one choose "random nation" in game parameters.
For each nation, I must choose between assign a starter, or not. I've put a starter when I think one would prefer to play (or have) this nation at a good emplacement, or relatively pertinent or near.
I also try to have at least one vanilla nation for each region for players who have any modnations. All nordic nations, and Machaka, which are outside the boundaries of the map but not very far, are in this case. If I didn't do that, they'd appear anywhere. I've also add some "good start" feature in some provinces for no-assign modnation and vanilla nation (such as Mictlan, Yomi, Shinuyama, Jomon and Nazca).
What I can do is give the option of choosing to add a game-generated cave dimension, and indicate on the map "gateways" to game-generated caves in places where I was already planning to put connections to one of the dimensions that may be related (but the locations won't be complete just yet).
However, I haven't yet tested whether it works. So I don't know if the game would then put gateways exactly where I indicate to put them, if it will add some (as it does for terrains if there are too many plains, which isn't the case here, but I'll add many terrains lacked on this map), or if it's just the priority locations and that according to the type of caves choosen by the player, some will be don't put.
I plan to add up to 6 additional extra planes, and maybe a 7th in the version with north-west extend (each will of course be much smaller than the main plane), for caverns and mythological dimensions, some of which will be composed of cave terrains, and perhaps (if possible and if it's pertinent/interessant/useful) some will have special terrains. But that won't be for a long time, probably several months.
The idea was to put in this mod both versions, on one side with the other dimensions, and on other side the present version with only the "historical" terrestrial "human" dimension.
Re starting nations, I suggest updating instructions to make it clear you have to choose 1 and only 1 nation for each region as that is not currently obvious.
(If I was doing it I would also give each start position a number, and then list the exclusive options for each.)
Also, starting a new game requiring opening multiple windows to carefully select from an extended list of specific nations is a bit of a pain.
Good luck - hope you are enjoying it!
I've just add a lign with number of pre-existing thrones and their ascent points, and I'll updated these lign when I'll add other thrones. I also reserve several thrones for other planes, for the version with additional planes.
Using around 25 random nations
(Also got with p34 and p33 - so retried with fewer)
- Please update in mod description recommended number of victory points based upon pre-existing thrones
- (More later)
I'd like to present my first Dom 6 map. The map is currenly "work in progress" but is already playable. In this comment area, you can give me their advices, ideas and suggestions concerning this map, for example concerning the capital/spawnpoint that a particular nation or modnation should have, whether I should modify this or that feature of this or that province or connexion, or to give feedback from a game you've played on this map.