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报告翻译问题
The party doesn't instantly disappear once the civic is removed, it just becomes very unpopular. It should in theory just slowly lose popularity until it becomes a minor faction or is dissolved due to having too little support, but there's a chance the effect isn't working as intended. I should probably make the decline much more noticeable. I wanted to emulate the party staying around as a remnant due to it's immense influence on the empire even if it loses its grip on absolute power, slowly losing relevance as time goes on. I'll look into it in the next update.
It is theoretically possible, but practically impossible that the party dissolves due to unpopularity while the civic is active. That would require a faction MUCH more popular than it to exist, which the vanilla game doesn't have, even with the other special factions.
- Updated 'Warrant of Trade' Origin
* Vassal Megacorp can now be fully customized (I had some trouble implementing it the first time, thus the original BAD implementation)
* Vassal Megacorp now starts with a Science ship and a Construction ship
- fixed localisation tag issues with Welfare Officers
mod_job_wreath_welfare_officer_add modifier:0 "Welfare Officer Jobs"
You forgot the underscore between "add modifier" just a heads up and thank you for your hard work!
Wyverian, I'm not really sure I have the time and motivation to really dig into other ethics like I did with this mod. I have plenty of ideas, so maybe down the line, but I have no plans to do so any time soon.
mcm0319, It should have the authoritarian ethic and nothing else, unless you give it a militaristic archetype. It's a weird implementation and something I want to improve upon. It's just that implementing it in anyway would be weird in other ways. Feedback on that is appreciated.
"Gooner" (very... cool name btw), they are vanilla noble jobs so it's down how the vanilla AI-economy works and I'm not touching it.
mason531 & Mythcrafter, yeah, just gotta figure what kind of thing would work the best for those.
Willem, Glad to hear that! I really wanted to fill that hole, and I'm happy someone else wanted it as well.
For Syncretic evolution I was thinking a benevolent dictatorship type
for managing simpleminded slaves. Like a modified utopian dictatorship.
Maybe another type of slavery that works with servile.
I don't play with large overhaul mods, so I couldn't make *good* compatibility patches for them, but everyone who does is welcome to try. I would probably link them on this mod's page as well.
@Juhius
Yes, just for the part that says "# The last line of this file must contain this comment", because scripted variables sometimes are not read properly by the game otherwise, the last line must be empty or commented out to avoid that to happen.
Other than that, the rest of the format is not required but it looks nice and that is how my scripted variable is formatted.
Fņŏŕď, I haven't really thought about it. I like how it is in vanilla, but if you have any specific ideas, I'd be open to considering them.
A-Sartek, I was supposed to add a global flag for other modders, but I forgot. A variable IS a better choice anyways, since it doesn't need to be set at game start. I copy-pasted what you gave me directly. I am curious though. Was there any particular reason for your specific formatting?
- fixed localisation issues
a minor spelling mistake (aaaauugghhh) and a wrong localisation tag in the Legendary Leadership event options
- added a scripted variable (@wreaths_war_mod_active = 1) for other modders to use for compatibility, as per A-Sartek's request
- Fixed the issue of the mod being for the "wrong" game version despite it being FOR that version (Lyra 4.1 now 4.1.3)
I hope I didn't blow anything up
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2821711162
I was wondering if it was possible to create a scripted variable for your mod? That way I can add your tweaks to Shared Destiny only when your mod is active.
You can use this snippet and save it in the scripted_variables folder:
#################
# JUHIUS
#################
@wreaths_war_mod_active = 1
#################
# END
#################
# The last line of this file must contain this comment
Thank you for creating this mod
Not related to the request but, is that "aaauuuughhhhh" an Age of Empires 2 villager death sound reference ? (Just kidding, a spelling mistake is totally fine)
The support is very much appreciated and I'm glad my work has value to others.
Yes, RedShocktrooper is right, the Presidential Republic civic is meant as a way do and access dem/oli related features while effectively being a dictatorship.
I think it lets you have advanced Democratic and Oligarchic authorities while still being de facto dictatorial.
Can I ask about the Presidential Republic - it sounds basically like the vanilla dictatorship authority? Is there a special idea or reason behind it, or jst flavor?
I love it
I love Authoritarian Ethics
Thanks you for your mod