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报告翻译问题








All the number 61 does is make it load the yamls in the same order as the game's code loads the original yamls as opposed to loading the modded ones alphabetically (otherwise there's some tooltip issues). If it worked with the one from Nexus, there's no reason it shouldn't work with the Steam one. Aside from changing the load order, the name of the yaml file doesn't make any difference.
Did you try processing the turn with the Steam mod more than once? If not, it may have been a one time occurrence. If you are getting it to happen consistently, you might check the output log in the MasterOfOrion_Data folder to see if there are any errors that pop up while it's processing endlessly.
It could also be a conflict with some other mod if you have some other mod that modifies that file. If you for example have some other mod that's loaded after 5X that mods antarans, and then you add your custom 5X antaransettings.yaml as a third mod at the bottom of the list, that would fix any issue because it's undoing whatever the mod after 5X is messing up.
Thanks to your help, I have found the 61 antarensettings.yaml from your mod. No difference to the one I got from nexusmods, so everything fine here. Strange. So there must be a problem in a file loaded after 61 antarensettings.yaml? Only thing after that file where antarens are referenced that I could find were 64 LeaderTypes TEMPCORRECTION and 65 LeaderBonuses TEMPCORRECTION - are these tempcorrection files correct or should they have been replaced, am I missing an update? 65 is from 06/06/2017, most other files are newer.
I do not have the save from this turn any more (too stupid, deleted it accidently), so I cannot reproduce it now or check the output file. Will do it if it occurs another time. Currently, only error line that I see is:
The referenced script on this Behaviour is missing!
(Filename: Line: 1496)
several times. Is there a problem or is it normal?
Thank you for your help !
-----
(Filename: Z:/Work/nobackup/unity/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
Server Thread Exception: Argument cannot be null.
Parameter name: key
at System.Collections.Generic.Dictionary`2[Backend.Fleets.ShipBlueprint,System.Int32].Add (Backend.Fleets.ShipBlueprint key, Int32 value) [0x00000] in <filename unknown>:0
at AI.AIAntaran.ComputeAttackFleet (Backend.Civilizations.Civilization targetCivilization, Backend.Settlements.Colony targetColony, Int32 turnsToAttack) [0x00000] in <filename unknown>:0
at AI.AIAntaran.CreateAttackColonyEvent () [0x00000] in <filename unknown>:0
at AI.AIAntaran.FSM () [0x00000] in <filename unknown>:0
at AI.AIAntaran.Play () [0x00000] in <filename unknown>:0
at Backend.Core.Universe.RunAI () [0x00000] in <filename unknown>:0
at Backend.Core.Server.Tick () [0x00000] in <filename unknown>:0
at Backend.Core.Server.Update () [0x00000] in <filename unknown>:0
at ServerThread.ServerLoop () [0x00000] in <filename unknown>:0
Backend.Core.Client:LogError(String)
ServerThread:ServerLoop()
(Filename: Z:/Work/nobackup/unity/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
Calling GetChancesAgainst without any attacker ships.
Backend.Core.Client:LogError(String)
-----
Then I did end the game with Alt+F4 and the following lines were added:
-----
Server thread ended ---
Backend.Core.Client:Log(String)
ServerThread:ServerLoop()
(Filename: Z:/Work/nobackup/unity/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
-----
Any ideas what happend or how to fix it?
I will inform you how it worked with Sol's mod. I can also provide a save file, how can I get it to you?
I have put the files in my dropbox, if you have time please check them, maybe you can find something:
https://www.dropbox.com/s/6ibve9z7m4ly8xk/Mrrshan-20170915-176bug.data?dl=0
https://www.dropbox.com/s/165fupukjlhs18v/Mrrshan-20170915-176bug.save?dl=0