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报告翻译问题






I have a game going as Karaz-a-karak currently, but I'll probably do Norsca again soon, and not worrying about that little province catching me off guard again is nice, lol.
Basically, it might be slightly OP, but since I at least am just paying singleplayer with the map, I'd be a little sad if the distance were cut.
I haven't actually tested turning off special starts, but for now I've alleviated the issue by turning off the "Disable MA nations" submod that just shows the Warhammer factions, and plonked in 5 or 6 thematically appropriate base game nations, especially including the ones you have custom starts for.
#saildist <1-10>
Sets the maximum sail distance in sea provinces. A commander with the sailing ability will be able to pass this many sea provinces. It default to 2, but if seas are very large or strategically important it might be good to reduce this to 1.
Given the scale and content of this series of maps (in the absence of the High Elves, at least), as well as the nations with starter positions, do you think it would be better if I reduced it to 1? Obviously, in that case, there would probably be a few adjustments to make, such as connecting Tobaro to the Tilean Sea.
That said, even if that weren't the case, as I mentioned to Povilus in this comment section, I set all the specific spawn provinces of each nation as starter positions (there is also one starter with no specific nation), but this time it's something that can be easily changed. For now, nations should not appear “roughly equidistant.”
I tried to make the map as balanced as possible and consistent with the lore and distances. Feel free to share any suggestions you may have on this subject, either here or in the discussion area for longer feedback or discussion.
However, I also intentionally set certain provinces as cave walls on this map (a few in World's Edge Mountains, 1 in Great Desert of Araby, 1 in Mountains of Mourn, 1 as Eastern Chaos Wastes). I could theoretically remove them, but in any case, I use the “cave wall” feature extensively to create my submaps. I'll have to see if the problem stems from the fact that it is tagged as a “cave wall” without also being a “cave”, or if it is due to its connection with habitable provinces. I have left this type of connection on my submaps because I thought it made the maps easier for players to edit and that it didn't pose a problem on randomly generated maps, where the cave plane is full of them so that the player can see the walls in the cave plane (although I haven't put any in the cave plane of these Warhammer maps ; in fact, I would eventually like to transform the image of the cave plane into the game's automatic D6M art).
Thank you very much for your comment, it raises an issue that I hadn't anticipated.
I just checked, and it turns out that I had mistakenly set the province in question, (470) Grovod Forest, as a “cave wall”. Since the error is on this map, all of its submaps are affected, and I will update them all tomorrow to fix this.
I mainly need the place names from that era (especially High Elves) to replace a large part of the provinces, and to repaint the graphics of a few areas that were very different at the time.
The map should be available in the list of maps in "loaded map" when you create a new game ; there is a problem if the map is not available in this list. I just tested it, and I don't have this problem for myself.
The name of the map is
Warhammer-Old-World-from-Nehekhara-to-Chaos
But in the future, I'll probably update all my maps with the exactly same name as it's showed in the steam workshop (actually, it's only for the name of the folders where I mustn't use some characters such as spaces, parentheses, and numbers).
All the warhammer maps I made begin by Warhammer, so there all are placed together, probably to the end of the maps starting with a capital letter in this list.
I suggest you to restart Dominions 6 after the downloading of the map is finished.
Do you have the same problem with other maps ?
It was originally intended that this province be less accessible than the other passages in the Grey Mountains.
However, red connections are probably too much; access to this province must still be possible from the three adjacent provinces.
In the lore, neither Helspire nor, above all, Castle Drachenfels (which is better documented in the sources I have, at least) have ever been conquered, the latter for more than two millennia.
I'm thinking of orienting this province towards “mountain pass” connections, but adding the right poptype and/or independent guardian for the throne (since the unit types of the two forts are in the same category, it makes sense to unify the two into one province), hoping that it will be difficult enough.
You can still assign a spawn point to Ulthuan (ID=152) by adding a line #specstart 152 followed by the number of the desired province at the end of the .MAP file on your computer.
For each nation or modnation (for each ID to be precise, hence some problems between incompatible mods), I can only assign a single spawn point (however, several nations can share the same one, which will prevent them from both being in the same game).
I have listed all the modnations and starters in the description and on the images in the article.
If you have included all the other modnations from Sombre Warhammer, then there is still Magritta (with MA Quijote, for those who would like the Estalians separated from the Tileans), Al-Haikk, and a province of the Haunted Forest.
I guess you have tried a game without Na'Ba, which I have included to represent the Arabians.
It seems that Ulthuan (because I wholeheartedly refuse to play anything other than High Elves in any game ever) is unintentionally hardcoded to always start in Araby, which lowkey makes sense, as it's the closest spot to the donut.
Although, if possible, could you put a High Elf expedition spawn point in the lands of Norsca, so we could get right to fighting Chaos? It would be like the old Call of Warhammer mod for Medieval 2 Total War...
If some modnations added by Dominions Enhanced have same IDs with some of Sombre Warhammer (or with MA Quijote), these Dominions Enhanced mod nations will always start in this same place. The single case of two different IDs share the same starter is EA Ermor (8) and MA Tilea (157), so without changes on the .MAP file, a game with a mod nation with ID=157 and with EA Ermor will crash.
In fact, for technical reasons, my method of creating maps has so far been the other way around: I first create the largest version of the map, designed for many nations, then I make several different sub-parts that include only some of the provinces of the large map (the zoom scale therefore remains roughly the same).
I answer this question in more detail in the discussion I just created on this article: https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3591435895/603045243319800224/
The main border question I asked myself concerns the southern border and (in relation to this version) a possible extension into the Southlands.