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- What other mods do you have?
- Did you enable the mod?
- Are there any glaringly obvious errors?
The mod support file is a mess, because this is the first mod I tried to add lots of support for.
Asgore Dreemurr should not be trying to build a fancy tomb for bird people.
I made goat people go in germany, so I know I can make bird people go in france. It just needs SQL because SQL is nicer when it comes to missing data tables. But now I'm stuck in the vicious scholarship application cycle.
btw this mod has caused me to try modding civ V myself by creating a custom soundtrack for this Civ as I wanted to hear Xenoblade music in the background.
Also have you ever thought of posting your mods to a thread on the civfanatics forum? you mods could get the attention and opinion of the more "proffesional" civ modders
Also: I hate how eveytime I want to edit this post I have to delete and repost this comment
ynaemp breaks the rest of the modding xml and I can't fix it because of my new project
v6 is coming out and I swear the High Entia Tomb will work properly this time.
yes yes YES YES YES
octarians are totalitarian
inklings are oceanic
then i won't have to make a new culture group again
I tried to add paint.net's oil painting effect on the background image before shrinking it, and I think it makes it look more "arty." Opinions?
(I made a classical splash screen too, but it's on my other computer.)
http://imgur.com/a/hKGlR : In which I can't draw kanji and assumed the chinese and japanese translations are the exact same for google translate to work
I also noticed the "High Entia Tomb". Sounds cool!
If formatting works in comments, you can see my idea (and a few other modded civs I use.) It's horribly clunky with EUI because of superficial unique buildings.
[img] http://i.imgur.com/6p2Kmmm.jpg [/img]
Im thinking about releasing a version 2 beta when I get the extra uniques to work.
For your Mechon civ, if you intend to use Faces as your UU, make sure the Havres is stronger than a Face. Or make the Face an armor unit and give the Havres the "bonus vs tanks" promotion. The Havres should also be stronger than human (Homs) infantry, but this can be tough to represent in Civ, since in-game modern infantry units are (for some reason) considerably stronger than air units and equal in strength to tanks.
Ether Aptitude
Bonus resources provide +1 science and engineers provide +2 science. +15 combat strength when fighting on or adjacent to a bonus resource (while in friendly territory?).
Ether is like the power of nature, so part 1 reflects how natural resources contribute to ether research. Part 2 reflects the fact that High Entia tech is mostly ether-based, so their engineers will have to be part scientists. Part 3 reflects how the High Entia fight by channeling ether.
I chose bonus resources only since applying the bonus to all resources may be OP.
Well I always thought the UA is a bit... generic. When I think of the High Entia, I think of their (ether-based) tech and their ability to manipulate and utilize ether. So maybe a science-flavored UA along those lines?
Science focus will also work well with the current UB, since the Factory's 2 engineer slots are replaced with 2 scientist slots
The DLL for Civ is one of the "root things" of the game. Some mods change it to change certain hardcoded values, such as the 22 civ limit per game. Mods that only add one civ shouldn't change it, because then they become incompatible with these big mods.
A working culture yield from specialists means I have to change the DLL, so I can't use that in my mod.
Any ideas?
Lucky for you, this mod is getting an overhaul right now. I'll try to fix it.