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报告翻译问题






So i want to Give Feedback to the Mod:
Its a Fun Chilling Playthrough and i see much Potential, but i think the Mechanics makes it too Easy. that even the Fleet Kaptain can make this Habour Raid, brings you to 0 Money and Infamy Problems in no Time. You can chill with one Base und Just Raid and Plunder the World easier than anyone else.
Fun Chill Mod, but makes it too Easy ;-)
I'm sorry to hear that. I tested creating coves with the Fleet Captain in all of Aislinn's faction settlements, and it worked very well.
If you happen to have a save file from before you attempted the harbor raid on settlements like Tor Elasor, please trying again from back there.
Its not that this distroys my fun with the Mod, just wanted you to know, that there is a problem ^^
Thank you for the report. It has been fixed now.
Once the mod is updated, it should work properly.
If possible, could you provide information about the harbor settlement in question?
Was it owned by an enemy faction, an allied AI faction, or was it a ruined harbor settlement destroyed by Beastmen or Khorne?
And please note that, to prevent duplicate work errors, one harbor marker are restricted to only one interaction per turn.
It fixed now. Mod will work as intended after the mod update.
-corrected missing animations after the recent update.
@FlyingFlamingo
thanks for the report. it fixed now.
- Harbor Raid Updated
1) With the 7.0 update, naval factions such as the Vampire Coast can now attack settlements directly from the sea.
2) Therefore, army interactions with harbor markers now serve only to create Pirate Coves.
Once the 7.0 update is applied on December 4th, it will be resolved automatically.
Maybe diplomatic penalty as a drawback.
It’s probably a conflict with another mod’s script. When used alone, this mod works perfectly fine. (For reference, most mod creators always test their mods with the context viewer enabled.)
@Tha Bolo
There is no hero cap in cities even in vanilla. That's normal.
I’ve updated the mod to fix the error.
However, since I don’t have a way to test multiplayer myself, there’s a chance the issue may not be fully resolved.
The mod wasn’t originally designed with multiplayer in mind, but please if you could give it a try and let me know how it goes.
The data for the ship building chain has been set to exactly same with the vanilla CAI table values.
However, assuming that vanilla Vampire Coast factions might be affected by the same bug, I’ll try adjusting the table data accordingly.
The update has been completed—if the same issue occurs again during the campaign, please report it.
Thank you.
1) MCT setting added.
- You can now choose whether to disable the units added by the mod.
Glad to see that there are people who loves Vampire Coast! This mod is awesome!
Sorry for asking, but can you make the same mod but without additional units? Or maybe give an instruction how to disable them in the RPFM? Of course, only if you have the time and interest. If not, that’s perfectly fine — thank you anyway for your work!
Apart from adding a research speed bonus to the five technologies available at the start, there are no incompatible elements in the technology tree.
If any issues occur with other mods, it is highly likely that elements not mentioned in that mod's description are conflicting with this one.
Didn't read anything about it but it is not compatible with the better technology-mod.
The link to the submod for "Gunfire of Abyss" has been added.
Special thanks to 'Das Boots' and '梣' for creating the great mods.
1) Bloated Corpse (Leadbelchers) added.
- They are slow and fragile, but its firepower is utterly devastating.
- Included as a starting unit for "The Dreadfleet" Count Noctilus.
Vampire Coast Confederation System Added
-Defeating a faction leader allows confederation. (like nosca, greenskins, ogre kingdom)
I designed my mod to be compatible with multiplayer, but I haven’t tested it myself since I’ve never actually played multiplayer. I hope it works well, but there might be a few things that aren’t perfect.