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








Not this mod, or any mod. Its a launcher issue. Run it with just those three mods, it will work. The problem is that the new patch broke mod lists, a lot of people have a "soft cap" when it comes to mods, they can only take so many before the game just crashes on startup. Other people are having problems with memory as well, too many bytes and the game goes pop. This mod has only 4 data tables, and all of them use unique keys so its not possible to be incompatible with any other mod. The bulk of it is script which isn't even loaded until campaign.
Post script logs
Very bad luck, I don't touch CA scripts. That logic is handled by a vanilla script called wh_campaign_scripted_building_effects.lua. If you want to increase the spread chance, open that file and find a function called UnderEmpireBuildingExpansion. In that function theres a local variable called expand_chance, this variable is set by a branch that is based on the building in the undercity. You can change the declarations from 5 and 10 (The default values you see in game for the expansion building) to higher numbers, i like 10 and 25.
Get RPFM, open it, select file>open all CA packfiles, open script folder