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报告翻译问题








Rest and Resupply and the like (grey challenges) get sped up by laboureres. Which makes for very efficient fog generation via HP Sacrifice
It seems that dark empires get stuck in a loop of trying to recuit armies and then them being deleted (Because they are supposed to be laboureres i assume.) It can be circumvented by making the dark empire cities to factories, but it weakens the empire a lot, expecially when you dont manage to convert all nobles, as the empire starts with zero armies always, and never get any either.
Small Update: This seems to happen only in cities with a core, elves and coreless city work without issue
You can start a core in dwarven cities, but you can't convert any of their building.
Maybe because they dont have a city center?
Sorry for reporting all these bugs, please dont be discouraged, its not intended to nag but to make sure this mod is the best it can be - I really like this mod!
I also found some bugs.
I personally think the seal requirements are fine as is, but can consider scaling them based on difficulty settings.
I'll look into it and try to fix their AI for that. Thanks!
Edit: Placing the Even Pack and then this mod both at the top helped. It is working now.
at ProductionGod.Pr_Factory_ContaminatedWaters.turnTick () [0x002cf] in <87f869a140134b25af751f9e9a362a56>:0
at Assets.Code.Location.turnTickProperties () [0x00037] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.Location.turnTick () [0x00048] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.Hex.turnTick () [0x00015] in <87722c3d024842ed81b5e159dacda8fd>:0
at Assets.Code.Map.turnTick () [0x00133] in <87722c3d024842ed81b5e159dacda8fd>:0
at (wrapper dynamic-method) Assets.Code.World.Assets.Code.World.bEndTurn_Patch0(Assets.Code.World,bool)
at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00010] in <b18ae20108aa49ccb481b7d86c1fcbd2>:0
at UnityEngine.Events.CachedInvokableCall`1[T].Invoke (System.Object[] args) [0x00001] in <b18ae20108aa49ccb481b7d86c1fcbd2>:0
at UnityEngine.Events.UnityEvent.Invoke () [0x00074] in <b18ae20108aa49ccb481b7d86c1fcbd2>:0
at UnityEngine.UI.Button.Press () [0x00027] in <9bfae1dbc3ab45afbfa204130a1cfc3a>:0
at UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00010] in <9bfae1dbc3ab45afbfa204130a1cfc3a>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00008] in <9bfae1dbc3ab45afbfa204130a1cfc3a>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x0006f] in <9bfae1dbc3ab45afbfa204130a1cfc3a>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ReleaseMouse(PointerEventData, GameObject)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
Can you help me?