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








As I commented before, the AI doesn´t manage many aspects of the game as a human player, so it may seem that cheats more than it should, but the mod is designed to obtain specific results, to have some challenge, and keep an interesting mid and late campaign. Currently, the mod mechanics have been thoroughly tested and are tuned and balanced for the kind of gameplay I'm looking for.
Is it even possible to 'win' the campaign with the unlocked factions, or do I just play until I conquer the entire map?
Thanks in advance!
I have 2 questions/possible bug reports:
Firstly, do the Barbarians have siege units in the Grand Campaign at all? I'm playing with the Arverni and can't seem to find no trace of siege units, neither in building browsers nor in technology.
The woodworking building only enables archers at tier 2, and that's it. Doesn't say it unlocks the siege units.
Second - it would seem that Champions' assault garrison function doesn't work - played with the Arverni, Romans, Epirotes and various other nations in the last couple of weeks - whenever my Champions assault an enemy garrison successfully, I check in the province view - and there is no casualties for the garrison at all!
I am using only Para Bellum mods.
N.B. the Spies' reduce movement range + poisoning enemy units works well, they take casualties.
About the champions, Idk, I´ll have to check.
Alexandros: Not currently. That is something that I´ll add in next updates.