安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






I don't have Retold yet. I probably will be porting some of my mods over when I do get it.
The files for the old version are still included and if you don't mind the frame drops, you can switch back to it by replacing "world a farm grass.brg" with "world a farm grass HighPoly.brg" in the [AoM folder]\mods\Farm Upgrade\models\ folder.
It doesn't, and this is logical, as it is an RTS, not a 1st or 3rd world game, the closest you will get to an LOD, is in the Vanilla game, in "Low Poly" mode.
The FPS drops because you are rendering more objects, when zoomed in, less are rendered.
@Arwin
It's possible by using/making the center attach-point have a cat model walking around the radius of the farm (like the dock seagulls in a way) as for making it a sep. unit and having an AI to do that is indeed impossible, and impractical.
I didn't touch the LOD settings, besides I don't think AoM's model format allows for LOD.
@Arwin Hochauser
I don't think that's possible. If it is possible, it would be very complicated to make: it would require creating a seperate unit for the sacred cat and program its AI to go from farm to farm.
I have tried cutting the triangle count in half and that seems to have stopped the frame drops, but it doesn't look as nice.
I'll continue working on it and I will update the mod soon.
AMD Radeon HD 6520G+7470M
4GB RAM
How do you plan to use my mod?
Also good job. Thanks.
Not sure, it seems like the model file was corrupt.
The bug when placing the farm should be fixed now.
Also, I've added detail to the default farm.
I know they have a weird bug when placing them in the editor where it looks like there is a sandstorm, but I haven't noticed it when placing them while playing a game. I'll look into it.
Yeah, I'm not 100% satisfied with the current version of flood control either, I'll play around with it some more.
Thanks again.
Changes:
- fixed hovering irrigation water bug
- added detail to flood control barriers
- added detail to Winter Havest plants
- added variety to sacred cats so they aren't all in sync
- evenly spaced dirt mounds for Plow
@Android
It was a silly thing, in the AMP menu, I needed to check the Conform to Terrain checkbox.