安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
As for the mortar issue, Ive run into this in the past but im not sure if this is the case, what storyteller are you using?
I may be wrong but I think Sieges go medieval only when using Maynard
In 1.3\Patches\Self\FactionDefs\Factions_Misc.xml
Change
<li Class="PatchOperationAdd"><xpath>/Defs/FactionDef[@Name="VFEM_MedievalFactionBase"]/modExtensions/li[@Class="VFECore.FactionDefExtension"]</xpath>
<value>
<siegeParameterSet>VFEM_Medieval</siegeParameterSet>
</value>
</li>
to
<li Class="PatchOperationAdd"> <xpath>/Defs/FactionDef[@Name="VFEM_MedievalFactionBase"]/modExtensions</xpath>
<value>
<li Class="VFECore.FactionDefExtension">
<siegeParameterSet>VFEM_Medieval</siegeParameterSet>
</li>
</value>
</li>
I have already suggested it in the comment, you may modify the file yourself before Oskar come up with a new fix.
EDIT: Issue with the second siege I used Dev Mode to spawn ran into an issue of dropping down an every increasing number of chunks (the ammo for the catapult) as the pawns who came could not move them away from the catapult blueprint to build it, which I assume is the trigger for the chunks to stop pawning.