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报告翻译问题






So fun news, I tested this with "Player as Knight" and guess what? It worked. Meaning that players under lieges can get called up as knights (or commanders) and means you can level up both sides of the traits at the same time.
Unless you have massive amounts of errors re: other mods, the bloat from this won't impact you. I didn't even notice because I play via cloudgaming and don't see the useless errorlog.
But I've just fixed that file. Thanks for your report!
Whereas I have a mod in my workshop from like 4 years ago that still works today, on Elder Kings - despite me making it years ago.
Battle → script increments battle count → Check threshold → Upgrade trait tier
With tracked traits, it becomes:
Battle → script sets a flag/increments XP → UI tracked system records XP → Check threshold → Engine upgrades trait tier
This mod could be a beast of a performance hog, instead it's nearly undetectable. In addition, you have no idea how complicated localization + bug tracking gets with tracked leveled traits. Even doing just 5-10 traits in my initial run was frustrating when things went awry.
All this does is track when battles are won, and give you traits based on the # of victories for Knights/Commanders.
I assume there must be something left over to either an event from vanilla or something. I just redid it myself so there should be no more problems.
Didn't even realize it was an overriding file tbh.
notice you don't get any commander trait xp for terrain/army size/defender because the commander_trait_leveling_leveling_effect never triggers. Maybe it happens only if there's more mods with on_combat_end_winner, but your block still contains much more than it needs to (which also differs from vanilla btw). So I made a block with just your 2 events and it works perfectly again.
on_combat_end_winner = {
events = {
combat_event.0041 # commmander gains traits from combat wins
combat_event.0042 # Commander gains traits from combat wins
}
}
As to raid/hostile_county attrition.
I never touch hostile_country attrition, the modifier never makes sense the way it's applied by the game.
As to raiding, I too raid a lot. I indeed have my own raid mod I use, but I haven't released it where I expand the Raider traits. I do not add a lot of traits in this mod because of how I view the traits and the experiences, for one raid is not war. (the lifestyle experience is basically the closest thing to "general learning" experiences to account for war).
But to each their own. Edit it as you see fit!
monthly_martial_lifestyle_xp_gain_mult
instead of
monthly_lifestyle_xp_gain_mult
-- probably unintended
also for flavor for myself I have replaced xp and prestige gain with more attractive
raid_speed = 0.02
hostile_county_attrition = -0.02
(Because there is a five battle requirement per trait).
I did this because I noticed with ten battle requirements at the start, fewer AI characters were gaining it.
I like the RPG aspect, and thus I lowered the values of a lot of the early levels and boosted the ease of getting them.
more traits. more bonuses. more spread out. new names. new graphics (let me know what you think).
From here on out there will be a Commander trait line and Veteran trait line. Veteran traits apply to Knights only (and add accolade/prowess/prestige) and Commander lines add to Martial/army/prestige bonuses.
It felt weird to me to have Knights gaining the prior traits, especially since they wouldn't necessarily gain those skills as Knights. So I made a new image for commanders, and split the traits. This will probably break all pre-existing saves for all COMMANDER level traits, as they are getting moved.
So what this will mean is all Knights will just have new titles and bonuses, but all commanders will get their counters reset, and all previous traits will probably remain as the Commander trigger/counter starts afresh.
Also changing the titles slightly making them hyphenated and they need to make sense with the new traits.
Sorry, hope this doesn't bother anyone!