安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






I hope that the mod continues to be updated here in the Workshop, too, please. It makes it simple to add to the game.
It is now open to the public for updates, any help is appreciated, especially with language changes. Any questions, you can message me on Discord via DM or join my personal server.
1. We have wrong "\text\en_us\InGameText.xml". This xml does not have corect format.
You lost tags at the end of this file
<Text>HAPPINESS_PER_RESOURCE</Text>
</Replace>
<Replace Tag="LOC_MOD_ETFI_RESOURCES">
<Text>RESOURCES</Text>
</Replace>
</EnglishText>
</Database>
2. Another mods use another format for localization.
<Database>
<LocalizedText>
<Row Tag="LOC_OPTIONS_GROUP_LF_YIELDS" Language="de_DE">
....
</Database>
We use
<?xml version="1.0" encoding="utf-8"?>
<Database>
<RussianText>
<Replace Tag="LOC_MOD_ETFI_SPECIAL_QUARTERS">
<Text>Уникальные Кварталы</Text>
</Replace>
I'm not sure if that's accurate. But why not
I am currently trying to figure out how to refactor the code to be more mod friendly as a separate instance, but I am not a skilled modder yet. The code is not originally mine and I need to read a lot and learn. The other option is to have a more experienced modder help me, contribute to this mod, or add their own version of this feature to their existing mod.
I will look at resolving this, I think I will be able to get it working; just need some time to read
GameplayMap.getYield(location.x, location.y, 'YIELD_HAPPINESS', GameContext.localPlayerID)
For example, the Resort Town if a mining tile has a happiness yield on it then that mine will be counted.
Religious town is honestly pretty easy, it's just a building count and adding a happiness modifier. I was actually able to figure that one out on my own even with my own loose understanding of javascript.
The real nightmare was improvements. While I was able to get the mod to register all, say, Ming Great Wall tiles for Farming/Mining Towns, I couldn’t figure out how to get the mod to look at the underlying terrain to determine if the Unique Improvement in question was replacing a farm, mine, fishing boat, clay pit or woodcutter. Some are reasonably simple; obviously Hidden Fortresses can only go on mines, but most unique improvements are flexible, meaning it has to always be checking the underlying terrain. I tried to ask the developer of Map Trix for help, but they basically just suggested I use their code and try to figure out on my own, which I attempted for hours before giving up in frustration.
Hopefully by next week, I will have something for the Urban Town, but its going to be difficult because the original code is not organized very well and not easily reusable.
The other big problem was that Unique Improvements were not being calculated into these. Is that something you could do? Or would that be too hard to manage?