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报告翻译问题






Why can I still build temples if religion is Off ?
Zouaves can capture you just deleted the scenario folders where the capture promotion is defined.
The spy problem is likely unrelated to my mod.
For the building thing I don't know, never happened to me but it could be a thing.
- Balloon description says it can't attack but it clearly can, I haven't used the unit but the AI uses it as a combat troop.
- Zouaves dont capture.
- After the first spy I can't send other spies to enemy cities.
- Some buildings that require a rare resource can be built before having the said resource. I am suspecting that is because I already had the resource because of an improvement or a city built on it but I havent discovered it.
- Need to balance the airbeast. I don't see the point of using the balloon if the airbeast is there. Especially because it requires no resource.
Thanks for the hard work and looking forward to the next update!
-- Reset turn of next treasure generation
--(Davidaf - removed the old line and added my implementation using the new variable)
local iRandom = Game.Rand(25, "Delay between natural wonder treasures");
DAVIDAF_iGenerateTreasureTurn = iGameTurn + 25 + iRandom
savedData.SetValue("DAVIDAF_iGenerateTreasureTurn", DAVIDAF_iGenerateTreasureTurn) -- Store in save data
end
end);
And that would be it. Thanks for your reply too Auroar, good to know the mod isn't dead. merci beaucoup for so many hours of entertainment with your mod.
=) =) =)
--(KLUDGE - using an unused modern era CvGame data field as a counter)
--local iGenerateTreasureTurn = Game:GetNoNukesCount();
--(Davidaf - commented the line above for keepsaking and added new implementation using a save dependant storage space for the generatetreasureturn variable.
-- used my name as TAG to avoid any possible conflicts, even though unlikely but just following the wiki guidelines found here https://modiki.civfanatics.com/index.php/Persisting_data_(Civ5))
local savedData = Modding.OpenSaveData();
local DAVIDAF_iGenerateTreasureTurn = savedData.GetValue("DAVIDAF_iGenerateTreasureTurn");
if (DAVIDAF_iGenerateTreasureTurn == nil) then
DAVIDAF_iGenerateTreasureTurn = 1;
end
local iGameTurn = Game.GetGameTurn();
local iFeatureID;
-- Time to generate a treasure?
(wonder list here)
(...)
Second half that goes below the wonders in another message
I first tried commenting those lines and voila, nukes were buildable and manhattan project too, as in vanilla.
But of course this would break the treasure spawns around natural wonders so I worked out a way to get it doing its thing again.
will post in a new message if you want to add it to the main mod(steam character limit)
THAKS!!!! I LOVE U AND YOUR MOD!!!!
Regarding your comment on the German empire, I have to agree. I was once playing a game of VP as Germany, France declared war on me, and I eliminated them from play. Sooooooo satisfying.
- 80 Promotions pack -no DL required (a variant to get rid of skull icons)
- JFD's Civilizations - Netherlands (Wilhelmina)
- Artificial Unintelligence Lite (a variant of)
- ++Antikythera Mechanism++
-Ingame Editor
latest game, turns lasted until Turn 220+ before crash. Managed to see a budding German empire formed in the middle of Terra with IGE Panzer start, was preparing to sack Paris... a shame it crashed then... For some reason the Luddite didn't appear any ships even though everyone was in the Enlightenment Era...
What other mods are you using? That might help with troubleshooting. I've personally never had issues with slow turn processing, although the slow save loading is a bother. Have you already tried the classic fix (delete contents of cache folder, config.ini, GraphicsSettingsDX11.ini, UserSettings.ini, then verifying game files)? If that doesn't work, maybe uninstalling and re-installing all mods might be worth a shot? Hope this helps, cheers.