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报告翻译问题






What did romans is secure those roads with little engineering marvels, crossing mountain paths or marshes,
After reading your post yesterday I did a bit of research on it myself, what you're talking about is related to an archaealogical discovery in Spain where they found an example of a road that did that which has started discussion as to whether or not they were all covered in gravel. On various platforms people have talked about it and no one can say for sure whether or not they were all layered with gravel or if some were and some weren't. Some argue that not all of them were, as some types of stone can be shaved down and layered perfectly close to not cause large cracks which could cause issues for travellers if not layered properly (most importantly messengers, who had to go the fastest).
All the stone roads you see nowdays are recent "reproductions" and not historical accurate.
Sorry to say that.
Anyway is not that important because it do not changes really the game mechanics.
Yes, from the description:
"COMPATIBILITY
This mod is fully compatible with all other mods, provided it is loaded above any mods that modify road textures and road effects."
I'm not sure if it's possible, but I'll check it out some time.
Check the description, I wrote an explanation there.
AFAIK, this already exists by default in vanilla Attila? They even have one extra road level, which is simply "road_climate" for when there's absolutely no road at all (road development 0).
Okay, latest update should have fixed the issue where UI text wasn't being displayed if you loaded this mod above DeI.
Yeah loading this mod above any others should be fine - it just makes an edit to "roads.XML" and "roads_stone.XML" (which I haven't seen any other mod edit before), a text change for road development in a new table isolating that effect and finally a db edit to road development to unhide it.
After testing I discovered that the source of conflict is with Athanasios' Ultimate Fixes . Is it okay if I load yours above the Ultimate Fixes or I should choose to use one of the two mods?
Yeah the UI change doesn't work for DeI at the moment, even if you load it above. It should work on most other mods though. I'll try to see if I can make the text bit overwrite DeI's road development text entry.
Are you using other mods? If so, try to load this one above all the others.
Rest of the mod works fine.
I can try to investigate if that's possible, but it may not be. Remember that Warhammer did come out some years after Rome 2, so it was more advanced in the way it handled certain things such as campaign tiles being linked to culture/subculture and therefore upgrading accordingly.
If roads didn't upgrade at all I could just simply replace the road tiles once I've found a way to edit the terrain_list file that governs the appearance of a campaign map, but these tiles have an additional function called "roads0_to_roads1" and "roads1_to_roads0" inside the "tiles_upgrades.XML" which could be hardcoded to only two types of road tile appearance, therefore removing the possibility to upgrade based on culture as it would require making new tiles which can't be linked to that feature.
It's a great idea, but I don't think it's possible to have different types of road based on what climate they're placed in, unfortunately.
Perhaps I could change the level 1 road to something a little more sandy to be climate-neutral and also change the road textures to look more rough?