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
But it can get inconvenient to exit the game and untick the mod every time 8t happens.
I'm not playing with the mod atm but for my next campaign I'll remember to send you the logs when I use it, @Nanu.
In addition to its issues with MP, which are already known, this mod breaks singleplayer for me. I've lost a lot of campaigns to the game freezing, often irreparably, on the AI's turn. Sometimes declaring war on the AI faction responsible or someone near them works, sometimes not. After testing with all my mods, this one seems to be what is causing the game to freeze. To reiterate, this happens in singleplayer, and while I have been lucky in some campaigns - where it has only happened once, and late - other campaigns have been completely lost, and early on too.
Your mods in general are really good; they make gameplay more varied without the faction becoming OP.
After thinking about a way to destroy your own UC I've realised there is such a thing already: Rat King and Bomb-thing buildings! Is it doable for you to add a building, that copies that mechanic, w/o declaration of war? Like, you were detected, but you just build this 1-turn "Collapse the UC" building and avoid your ally declaring a war!
I'm just curious if that is already the case and if it's not, that's a suggestion for you to consider. It's not meant to be a demand or even an expectation that it will be added just because someone suggested it. If you feel that constructing the city at all should always carry the risk of war, I can understand that logic.