Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
I found the correct one, which is a unit equipment upgrade, like the weapons and armour upgrade.
You are free to use the fix. I would appreciate a mention/credit if you use it for a mod you upload, I spent days to find the solution.
Still, do you think the "effect_bonus_value_ids_unit_sets" table needs to be adjusted for this effect to work? The old effect "battle_hull_armor" is set up there. How have you tested it in game? Testing is hard with TW games because of the lack of cheats to gain these skills/traditions/buildings.
The mod credits you several places and in the tables:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2021638586
Also it needs to be built in a port city because of the very specific effect's scope.
I even have a screenshot in my hull strength mod with the hull icon visible.
That effect you are talking about is different, it should only ne used for army traditions/character skills.
The fix for the carpenter building is the proper solution in which I used the equipment upgrade effect, just like any other weapon/armour equipment upgrade and just like Rome 2.
I want to thank you again for pointing out the small mistake two I made avout the descriptions but don't understand why you are still so sceptical about the hull strength, you can see it with your own eyes if you play a few turns.
Check the buildings to effect table to understand better what effect I used
There is a naval tradition (I shouldn't have called it "army" tradition, it's anaval one) that increases the hull strength of all ships. I think this is for the nordic factions, but may be available to other as well.
The Carpenter building had that effect, which is wrong. The correct effect to provide a permanent hull strength bonus to a naval unit is the one I found and assigned to the Carpenter building. It is an equipment upgrade with a speciall hull icon on the unit card, much like ammo, weapons and armour upgrades. Fortunately most data already existed, I only had to set up the building's effect and description.
Transports have nothing to do with all of this, I don't remember any effect that should increase their hull strength. If someone wants to I guess that's possible.
You can check the carpenter building yourself so that you get convinced that it works fine. You seem to be an experienced modder, I don't see how it still confuses you.
Let me know if I covered you
A bug I haven't found a solution for is the vanishing objective of the ERE/WRE objective "Bastion of Christianity". Are you aware of it?
line 1290: "mission_text_text_att_objective_culture_roman_1_2_heading" "Bastion of Christianity" "True"
"mission_text_text_att_objective_culture_roman_1_2_description" "Under the rule of the Emperors, Christianity flourished across Rome's entire domain, but particularly the capital cities of the Eastern and Western Empires." "True"
I assume this is coded in the lua scripts.
econdary_objectives_and_payloads
{
//************** CULTURAL OBJECTIVES: ROMAN ****************//
objectives_and_payload // Mercenaries
{
heading mission_text_text_att_objective_culture_roman_1_1_heading;
description mission_text_text_att_objective_culture_roman_1_1_description;
objective
{
type OWN_N_UNITS;
total 5;
mercenary;
}
payload
{
money 1000;
}
}
objectives_and_payload // Bastion of Christianity
{
heading mission_text_text_att_objective_culture_roman_1_2_heading;
description mission_text_text_att_objective_culture_roman_1_2_description;
objective
{
type AT_LEAST_X_RELIGION_IN_PROVINCES;
total 75;
religion att_rel_chr_catholic;
province att_prov_liguria;
}
payload
{
money 1000;
}
}