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if not config.Enabled[sc] then
cm:lock_ritual(context:faction(), ritual_key)
return
end
-- At this point the subculture is enabled and we're past start turn
if rand <= tide_chance then
-- Unlock, perform and then lock ritual (mimics original behaviour)
cm:unlock_ritual(context:faction(), ritual_key)
-- perform_ritual signature: (faction_name, region_name, ritual_key)
cm:perform_ritual(context:faction():name(), "", ritual_key)
cm:lock_ritual(context:faction(), ritual_key)
else
-- didn't trigger this time; ensure ritual remains locked
cm:lock_ritual(context:faction(), ritual_key)
end
end,
true
)
end
core:add_listener(
"eviltide_listener",
"FactionTurnStart",
function(context)
local sc = context:faction():subculture()
return config.Rituals[sc] ~= nil -- only listen for factions we care about
end,
function(context)
local sc = context:faction():subculture()
local ritual_key = config.Rituals[sc]
-- safety checks
if not ritual_key then
return
end
local tide_chance = config.Tide_chance or 0
local rand = cm:random_number(100)
local turn_number = cm:turn_number()
local start_turn = config.Start_turn or 0
-- If turn is before start_turn, lock the ritual for that faction
if turn_number < start_turn then
cm:lock_ritual(context:faction(), ritual_key)
return
end
["wh_main_sc_chs_chaos"] = "chs_eviltide_1",
["wh3_main_sc_nur_nurgle"] = "nur_eviltide_1",
["wh3_main_sc_sla_slaanesh"] = "sla_eviltide_1",
["wh3_main_sc_kho_khorne"] = "kho_eviltide_1",
["wh3_main_sc_tze_tzeentch"] = "tze_eviltide_1",
["wh2_main_sc_skv_skaven"] = "skv_eviltide_1",
["wh_dlc08_sc_nor_norsca"] = "nor_eviltide_1",
["wh2_dlc09_sc_tmb_tomb_kings"] = "tmb_eviltide_1",
["wh2_dlc11_sc_cst_vampire_coast"] = "cst_eviltide_1",
["wh_main_sc_vmp_vampire_counts"]= "vmp_eviltide_1",
["wh_dlc03_sc_bst_beastmen"] = "bst_eviltide_1",
["wh3_dlc23_sc_chd_chaos_dwarfs"]= "chd_eviltide_1",
["wh3_main_sc_dae_daemons"] = "dae_eviltide_1",
},
}
["wh3_main_sc_nur_nurgle"] = true, -- Nurgle
["wh3_main_sc_sla_slaanesh"] = true, -- Slaanesh
["wh3_main_sc_kho_khorne"] = true, -- Khorne
["wh3_main_sc_tze_tzeentch"] = true, -- Tzeentch
["wh2_main_sc_skv_skaven"] = true, -- Skaven
["wh_dlc08_sc_nor_norsca"] = true, -- Norsca
["wh2_dlc09_sc_tmb_tomb_kings"]= true, -- Tomb Kings
["wh2_dlc11_sc_cst_vampire_coast"] = true, -- Vampire Coast
["wh_main_sc_vmp_vampire_counts"] = true, -- Vampire Counts
["wh_dlc03_sc_bst_beastmen"] = true, -- Beastmen
["wh3_dlc23_sc_chd_chaos_dwarfs"] = true,-- Chaos Dwarfs
["wh3_main_sc_dae_daemons"] = true, -- Chaos Daemons
},
-- Ritual keys mapped by subculture
-- Edit the `config` table below to change behaviour.
function eviltide()
-- #### CONFIG (change these defaults as you like) ####
local config = {
Tide_chance = 20, -- percent chance (0-100) each applicable faction turn
Start_turn = 10, -- earliest turn eviltide may trigger
-- Enable/disable per-subculture (true = enabled)
Enabled = {
I believe the strings inside the function were making it try to lookup mct and failing which failed the function as a whole. If you want to test for yourself, just set the chance to 100 and the turn to 1 then select an evil faction and see it happen.
Any chance this mod can work without MCT?(maybe with just the standard numbers?)
i play mostly in Multiplayer with my Wife and we like to spice things up in difficulty but MCT will dsync every round.
Anyway thank you for your efford and your creative work!
I mean, this is a great alternative to play with 40 units as TW Warhammer 2's mod.
I would love to see all factions have a 20 roster of chosen units and 20 other units made up of lesser rank fillers for massive battles.
Thanks
@专业路痴 not now maybe later?
@robertcastronabau hmm, i'll think about it
@드로우달스 버민타이드에서 가져온건데 그냥 고유명사라고 생각하시면 될거같아여 떼거지로 몰려온다 정도로
@Ultima Zeroth Ruler
근데 tide chance 번역해봐도 "조수 기회" 라고 나오는데 정확한 명칭이 뭔가요?