Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
Only difference with the KotWW and Teutogen Guard mod is minor balancing, but since most tables are the same of both mods they should work fine when you run together (but why would you?)
1.) be just some minor overlap in units, maybe 2-4 units "doubled" in recruiting
2.) be major interference so it's really not recommended (add that to compatibliity info here! Text says "unnecessary" which will means to me "rather not do it as it's pretty pointless, but it will def work without problems...)
3.) be a CTD that doesn't let you get to the main menu
P.S. Info from my "friend": Your other mod pairs well with the "Boris Todbringer" mod by biubiu which I always like to turn on. It grabs units for starting army from your other mod if it's there. This here would be my fav to run though...
You should clarify that on your mods in the top comment if you can. Especially given the update time. Everybody coming through here will have that same question. And it's not as easy peasy as it looks...
For example, most of greator's mods have also been updated late last night - so after the update was out for half a day - plus he's usually on the ball super early. But I believe this time, they're NOT 5.0 ready at this point. It might differ from modder to modder which makes it hard from a user POV to get the mod count up without getting nervous breakdowns <3 Thx