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"Airport: Used too many airways (max 4)"
this was done with the following mods active in the following load order:
JTO
Chronic's Forgotten Technologies
Badtatt's faction specific ground forces
Gerome Naval Changes
Combats Greater Earth
Extended Configuration Limits
Combats QOL features
Earlier Navy ABMS
Faction Capital Building
Submarine Transported Bomb Trucks
Arsenal Bird
Multiple Launch Rocket System
GLA Bomb Truck Voiceline
four leader portrait mods (get bobux, Kasane Teto, Wernher von Kerman, Hatsune Miku)
Combats VIPs
Chronic's Forgotten Tech, the Arsenal Bird, and MLRS systems were all disabled (being picked as the most likely suspects due to their connections to aircraft assets) before attempting to activate JTO again. This did not stop the game from throwing the same error upon trying to activate the mod
for the great work your doing
- Many cities can place buildings and units next to them and at a slightly longer range.
Currently, someone who doesn't know they need construction teams may be unable to achieve much early game as they learn the hard way, only to need like 15 of them and wait a long while for them to get where they need to be. Now, cities can mostly place buildings and construction teams allow those constructions to be done farther away from cities in less populated areas like siberia or at the border. This still allows for some fun sabotage mechanics by attacking these as supply lines. It also ensures that you don't send 10 army divisions and all the sudden, a large number of army bases just suddenly appear out of nowhere and surrounding you.
- Better DEFCON system with support for these new units and buildings
- Eager claiming of slots 41-254 for leader portraits (allowing portraits to not be sequential to keep working)
- Leader slots 41-77 (likely to be used by older mods already) along with 171-254 are open for other mods to make use of, with 64 reserved slots used already.
- Capital buildings which double a city's output for the one allowed per faction, but other factions still receive its boost after the city's region is captured and back to producing. A fun mechanic which will cause shifted strategic interests based on whichever city is chosen. Not required, but then you miss out on those bonuses while the AI and other players take advantage of them.
bzand has joined in to help with Chinese translations. For all other translations, automated tools will be used to get the basic translation out followed by tweaks based on user feedback where those tools make a mistake.
Hello. One of the developers here that had to unfortunately step back for a while due to a work project.
Yes, unfortunately the current version "0.3" was problematic in many ways.
Wednesday afternoon (ET time), I personally will be giving the mod a ton of attention and will be focusing on helping the other devs get at least basic AI functionality working. In other words, fix multiplayer with AI used along with single player.
I recommend checking for an update later this week. My personal recommendation is unfortunately to wait until then.
Currently, to get a game working, you need to do a Conquest multiplayer game with other players and no AI. In other words, very limiting. This is due to the AI not being yet brought up to speed on all these changes..
Wait for a stable vesion, crashing even when playing multiplayer.
Unless the very small radius of cronstruction in which they can be built was meant to be huge, it doesnt make much sense for me.
Otherwise the mod seems great, I will try a game with friends when I have time.