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报告翻译问题
@Storm - Yeah, the mod isn't much really, just editing XML files. I used a spreadsheet to calculate them and then just did a CTRL-F to locate each instance of resource costs. Literally anyone can do this to make their own version if they want to spend the time.
Today I will play with your mod again.
It will be glorious once again!
Thanks!
The comments at the beginning of the file tell you what each variable does. The one for multiple units is "UBER_SIZE".
Pablo - No I can't speak Spanish. Please stop spamming my comments section. Just google "how to modift Rise of Nations XML files." You literally open them with at text editor to modify them, but there is only so much you can change with XML alone.
I just tested the mod and it seems to be working fine.
Pablo, I don't know how to do that. This mod only edits XML files, which is pretty easy.
Otherwise, I love this mod. :)
Maybe split it in two mod options, one with second without?
This mod is not meant to fundamentally change the game, just tweak it slightly to make it more enjoyable.
since I don't technically have this game on steam, could you maybe update the post on RoNheaven?
Is it possible to simply put the time into ridiculous levels, like something at 10x the normal rate? I'm looking for some way for the players to be forced to choose their era's priorities, as in, the price is similar but the time takes so long that its more tactically viable to choose merchantism over warmongering or vice versa.
This idea boils down to the era change itself being not terrible long when all the tech upgrades are achieved, but the upgrades in it being much longer, as a way of "defining" the era, so to speak.