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报告翻译问题






I've completed the spanish translation for the mod, however, the text doesn't update as expected, I followed you recomendations in the structure, used notepad++ to create the .yml file, but I don't know where exactly is the issue. I've sent you the friend request so we can chat a little bit faster for this.
I would like to share the files I've translated so you can make the general update.
Thank You :)
steamapps\workshop\content\3450310\3609019368\main_menu\localization
you can find the current translations. to create a spanish translation create a new folder named spanish with a .yml file in it. Open it with a text editor of your choice (like Notepad++) and add l_spanish: at the top. You can then look at the english localization and for example copy the structure. you might notice it having a structure like this:
game_object: "In Game Name"
you need to replace all the text in quotation marks with a spanish version.
If you want you can add me on steam, should you want to create a translation, then i can add it to the main Mod!
@umbaretz probably could have but now i will keep it like this, since i already made the advances
Farm buildings for coffee, chillies, pepper, saffron, livestock, olives, and sheep, limited by climate.
All these things should be farmable anywhere with an appropriate climate and grazing land. For new world crops, perhaps have a limit that those crops need to have been successfully imported to the old world and vice versa.
Copses and Pollards: Generating lumber for an input of just tools. Prune the trees to stimulate re-growth, serving as a sustainable lumber source.
Finery Forge: iron + coal = steel, which can just be modeled as more iron output since steel works better than iron in tools and weapons. The vanilla iron production could be thought of as just wrought iron.
All of these should be buildable in towns and cities, since cities don't take up that much space on a map. For instance, there's tons of empty space between modern Madrid and Toledo today, full of farms, smaller towns, and workshops.
@Spulls Do you see the other building advances? because if you add the mod to an ongoing save the new advances will not appear. (This is a limitation on pdx side I cant do anything about it)
but the historical component the game ignores is the potential for sparse wood growth on the coasts, particularly in the levant or along the red sea.
INJECT:shallow_tin_mine = {
st_met = yes
st_meg = yes
}
Also gold panning is something i might consider, but i have no good ideas for a condition since most river are not panable and i dont want to manually place deposits.
@silverknyaz i havent played a campain in the middle east yet so i dont know what the situation is like, but wood being limited there is historically accurate i will look over some of my buildings and where reasonable include production methods using no/less lumber
@Kitzi i will look into that
@Watterzoid Yeah they sure do.
Also for the mod author, please can you add compatibility for the metropolis/megacity mod?
All it requires it s adding
st_met = yes
st_meg = yes
like town = yes
To the buildings files. This might require something separate but it would save me having to redo it with updates. I really enjoy your mod!
@The Renegade i will look into a building like that but afaik you can make liquor from other things like wheat or rice.
@johnyoga yes although there are restrictions on old world / new world crops currently those will only be available outside their respective regions with the columbian exchange.
Would u make a line in the description?
Here's my Chinese translation:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3599706198