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Every tile has a resource bonus. Twisted Lands increases this bonus for your city tiles. Every research that increases this bonus increases those numbers. A portion of this bonus is fixed and a second portion changes every turn to fit the theme of the unpredictability of the changer of ways.
- What do Twisted Lands do exactly ? What is the effect of research that "improves Twisted lands" ?
- Is it intended that the Soul blaze also hits any unit healed by an Aspiring sorcerer s lifestealing spell ? I hate having my sustain become friendly fire after spending time on a Tier 10 research. If it s not intended behaviour do you think you can find a fix for it or not ?
Overall I really like being able to play as the Thousand sons. I like the flow of magic and the sorcerors, but I'm disappointed that I don't have access to thousand sons weaponry and rules and instead have weaponry that thousand sons are not supposed to have. Rubric marines don't feel like rubric marines etc. I do have many ideas on how to make units more accurate
And thank you again for the mod :)
But every unit gains some kind of benefit. For some units it unlocks new weapons, for some it grants new abilities, for others it empowers an already present psychic ability.
Just i have question about flow of magic.
What are the specifics of this buff ? What does it do exacly and the change it gives unit per unit ?
PS : im not an english native so excuse my english :)
And what Chosen? The Thousand Sons don't have any unit called Chosen. The only chosen I can think of of the top of my head is for the Emperor's Children, but in their case it is only a trait, not a unit.
The scarab occult sorcerers having item slots was an error, it should be fixed.
also idk if im just dumb but how is the teleport that takes adjacent units get unlocked? also what does tzeentch boon do?
They are the first unit for which I changed the textures. So I was glad when they ended up blue instead of red and left it at that. Just as every other unit, their looks aren't perfect, but good enough.
The error message upon crash doesn't show many details, but might already be helpful.
What other mods are installed?
All the "Twisted Lands" improvements are copies of each other and the base feature is activated from the start of the game.
So if your save is older than that this changes are possible at fault. In that case a fresh save should be without issues. If you continue having crashes in a fresh save I'll try to take a look.
Unfortunately I can't guarantee that any changes I make are compatible with older saves. But I try to fix bugs reported as fast as possible preventing issues in future new games.
[2025-Apr-16 09:16:01 UTC] Processing player 4 <redacted> AI playing as Necrons ...
FeatureManager.cpp:62: void __cdecl gladius::scene::feature::FeatureManager::onMessage(const class gladius::world::CityPopulationChangedMessage &): Assertion "buildingsFeature" failed.
ExceptionHandler::unhandledExceptionFilter()
FeatureManager.cpp:62: void __cdecl gladius::scene::feature::FeatureManager::onMessage(const class gladius::world::CityPopulationChangedMessage &): Assertion "buildingsFeature" failed.
EntityManager.hpp:82: class gladius::scene::feature::Feature &__cdecl proxy::core::EntityManager<class gladius::scene::feature::Feature>::get(unsigned int) const: Entity does not exist.
ExceptionHandler::unhandledExceptionFilter()
EntityManager.hpp:82: class gladius::scene::feature::Feature &__cdecl proxy::core::EntityManager<class gladius::scene::feature::Feature>::get(unsigned int) const: Entity does not exist.
Playing with Thousand Sons and Death Guard, both with models.
and again you have made a faction than plays (or at least CAN be played) not by just spamming top tier units. i mean it has great mechanics and really deep thoughts behind it. great job, gonna be waiting for slaanesh dudes =)
void __cdecl gladius::world::generator::PlayerStarterUnits::generate(void): Assertion "startTile" failed.
i have only your other mods and nothing else. it is the only one that crashes regularly even it is the only one single mod active at all
I could re-add the standard questlines and adjust them where necessary to the respective factions. If people actually play the quests. I don't think I'll add entire custom questlines for all factions.
Also, the city radius increase seems to either not work, or there's a missing a faction mechanic that explains it, or I am overlooking it.
Are cities meant to expand as standard? If not, we need to build 1 hex away from outposts, instead of expanding towards them.
I'm struggling to optimise the requisition resource.
Many thanks!
-std basic string
"Thousand Sons/Doombolt" does not exist
Thousand Son units are also the most difficult to create the way I did as I attempted to give every unit a unique trait/ability that fits the unit and for the unit to differ enough from the rest of the rooster to be meaningful.
If future DLC brings forth new models that would fit the Thousand Sons I can see myself adding them.
And I also wanted to ask, will there be more demons and demonic machines added? It's just that the faction that is closest to the demons and the warp has only 1 kind of demon.
1) That's an oversight on my sight. It will be fixed going forward.
2) Overwhelming Power on tier 7 grants psychic weapons the additional armour penetration. Arcane Might on tier 8 turns melee weapons into psychic weapons. Once you have both all melee weapons gain +1 armour penetration. Same for other weapon types.
3) I'll probably change the description of Flow of Magic, I aimed slightly too far towards flavor there. It isn't always an entirely new active ability, more often than not it is a passive. For Rubric Marines specific it is their Warpsmite weapon that has negative accuracy without Flow of Magic and positive with.
Every faction has units that are nothing but "golems" to fill out the unit rooster, no different here. I'm taking inspiration from the tabletop games and even there the thousand sons have a lot of none psyker units on the table.
Granting all units passive damage reduction or less morale loss might come if it turns out the faction as a whole is far too weak. But it is too early to say for certain what the balance is like.