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
It's in both
@Victoria 3
So for the moment, if you're using a mod which adds lots of extra arable land, that will be a source of balance issues here. Unfortunately, this specific feature doesn't always play well with other mods.
I'm planning to either try and rework the main pop growth formula, or use a dynamic state modifier that would work along the lines of being a more refined version of this maths that takes into account urban population.
Neither of these are easy things though, so they're probably not happening for another month or so. They are, however, on the to-do list.
I've reported it just last week but in regard to other mod that specifically changes arable land size
I’ve been trying to localize the names of the textile and silk goods used by your mod, but I can't figure out what the actual localisation keys are.
I've checked for the usual fabric, silk, good_fabric, good_silk, even mog_good_*, but nothing sticks — the game keeps displaying “Basic Textiles” and “Silken Cloth” no matter what I override.
Can you please confirm what the exact localisation keys are for those two goods? Or point me to where they’re defined in the mod?
Thanks in advance — I’m about to start strangling XML files one by one.
If not, could you please let us know if/when you plan to update it?
Thanks in advance and great work!