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报告翻译问题






After over 2K hours of playtime, I found a tutorial mission I'd never seen before, for example.
I started a new game as an old devouring wilderness empire that I had, same setup as the last new game, and could finish enclave first contacts. I tested this to see if it was an issue with empires that had the "no diplomacy" type tag.
To finish my testing, I modified the empire I'd been having trouble with and removed the Scorched World Heralds civic (I should've just done this haha). First contact with enclaves was fine.
There's something up with the new Scorched World Heralds civic and this mod as far as I can tell, as my multiplayer friend was playing as a different Infernal species and had no problems. I'm by no means a modder, let me know if you want me to test or check anything else!
@FirePrince I just did another multiplayer session, I can confirm we were on 4.2.3.9 and I wasn't able to finish first contacts with the new enclaves that I'd discovered. I closed the game and re-subbed to the mod, it's now showing as 4.2.3.11 in the PDX launcher. I loaded up the save and still cannot finish first contacts with enclaves.
I started a new single-player game as the same species, went and found an enclave, and cannot finish first contact, the button just isn't there. I turned off this mod and it worked fine. I turned off UI Overhaul Dynamic and turned this mod back on, no button to finish first contact with enclaves.
I then started a new game as a totally different species with both this and UI Overhaul enabled, Shroud-Forged Robots, found an enclave, and was able to finish first contact without issue.
Regarding what you wrote "If the amount of negative rating effort outweighs my mental resilience,..."
It goes without saying, in EVERY community there are always some trolls/psychopaths/pathalogical haters who enjoy inflicting pain on others. Don't let them get to you. Please remember that I believe the vast majority of people here sincerely appreciate your generous contributions and luv ya. THANK YOU!
In my case, I'm using the Cosmic Dawn origin with Scorched World Heralds civic. I have this mod and UI Overhaul Dynamic (tested all of this without UI Overhaul, same problems. This mod is at the top). I'm also in a 2 player multiplayer lobby, the other person (with this mod of course) had no trouble with first contacts with enclaves.
Eventually I saved and restarted the game without this mod, reloaded the save, finished the first contacts, saved, and re-hosted from that new save with this mod re-enabled. I then came here to mention the bug and saw S3V3R's post. I unsubbed from the mod and resubbed, my checksum changed (284d instead of 33e3 or something). I loaded a previous save and tried the first-contacts, still a no-go.
Figured I'd mention it since it may be specific to devouring swarm-type empires.
1. vanilla: first contact works, ofc
2. my modlist including this: first contact with said nonplayables does not work
3. my modlist not including this: first contact with said nonplayables does work
4. JUST this mod alone: first contact with said nonplayables does not work
@A-Sartek, NickSheperd ty ;-)
@thumbnail: actually, I did hue shifted it, and most of the text is also handmade.:-P It is actually fully handmade from the v4.1 version (which was green).😏
Secondly, just ignore people who bring negativity for no reason. The thumbnail of all things has no impact on the mod at all. Do what you want to do, ignore people whining for the stupidest things.
@vanillaification: OK, in the next update I will make a nice, handcrafted self-made picture with full own copyright.
In the spirit of RMG's Vanilla Fixes, why not try to start with this mod and aim to wipe out errors in error.log?
Set up settings that speed up AI development (Grand Admiral difficulty, reduced research costs, etc.), then run the observe command and monitor for a while.
I am willing to contribute some code to fix bugs i can.
@FirePrince
I found the reason why mercenaries aren't being created.
On line 183 of overlord_enclaves_events.txt, "effect" is lowercase. Change it to "EFFECT."
I also think it would be a good idea to contact Ariphaos and apply for co-editor.
Stacking multiple bug fix mods increases by human errors.
Are you trying to shoulder everything on your own?
To get you started, check out the 'Change Notes' for this mod and the previous mod for 4.0.x - 4.1.x.
@Nesserino: good point: that would be the next step, but here I can just do the basic stuff.
The error.log lines were just a consequence of the misplaced `allow` not where it actually was and the game stopped complaining when it was removed. I found it in `building_order_castle`'s `triggered_planet_modifier`, between the closing bracket of `potential` and `job_knight_add`.
But if you say you don't see it there then whatever, maybe Steam just borked my copy of the file. Should have tried a forced redownload first.
allow = {
is_occupied_flag = no
}
"""
[21:29:06][building_type.cpp:715]: Building 'resources' is lacking the building_sets definition.
[21:29:06][persistent.cpp:41]: Error: "Unexpected token: text, near line: 620
" in file: "common/buildings/02_government_buildings.txt" near line: 620
"""
Expansion minded teams will add new content at the expense of fixing low-impact one.
League of Legends, for example, had two separate sets of developers and designers for each of these responsibilities. Despite that, it was an intensely difficult balancing act.
Hope this helps!
The tl;dr is priorities and available attention. All game studios have to choose where to prioritize their time and resources. Small bugs, often known as earflicks, drop below the critical threshold of attention.
This means that small, easy fixes still require the level of QA, double-checking and release management as mid-sized, difficult ones. So this comes down to the low-hanging-fruit problem and the attention problem
When your costs are constantly going up, your minimum requirements are to generate enough revenue to stay open, then prioritize those resources. There are generally two modes of development - maintenance and expansion.
@MightyShark:oupsy* sorry, hotfix is up! thx for report!
@finip: good question, looks good. :)
@Anxiety: A million dollar does not replace passion and soul.
Scripted Trigger $OWNER$ is invalid at file: events/anomaly_events_1.txt:4268(inline_script) common/inline_scripts/events/biogenesis_event_art.txt line: 9
When i put it back to "OWNER = owner" it fixed it.