Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고










Interesting. I'll look into it further see if I can figure something out. Thanks for the report.
I've made a trial run using only the Goldsmith, Jewelers and More Luxuries mod (plus Hittites, of course) and the amber mines don't cause crashes. OTOH, when I use Hittites + Mines & Quarrys I have random game crashes, mostly around the turn when a (non-resource) mine or a stone quarry would be completed.
Thank you for taking the time to aknowledge my problem!
I don't really know the compatibility with individual mods per version, sorry. My guess is one of those mods removes or seriously modifies either the iron resource or the forge building. However, there should be no reason why this mod would cause a crash upon completing an amber mine (it doesn't run any code when the improvement finished event is triggered). Are you sure another mod is not causing the issue?
Maybe. Thanks for the report, though. I'll look into when my schedule clears up a bit.
You have a beautiful mod here otherwise. The heavy chariot is a unique mobile melee unit which opens up different tactical possiblities. The bloomery should be valuable when you are playing an aggressive kind of game even if you have iron. It should work well with their unique ability. And on the other hand they are not overpowered. Clearly well thought mod through out.