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Yeah - that appears to be the case here...
@xX69amelia420watson420simp69Xx
I'm more than happy to get you onboard, yes - I'll DM you in a moment so that we can get this directly added to KR Tech Extension itself. :)
Airships are currently only added by KX content or that you've set the specific gamerules for them at gamestart. Else I'ld suggest using `-debug` launcher option as I've set that decision to be always available in the debug mode.
Either way it's located in the decision tab, costs 50 Air XPs. You can also unlock improved and advanced "Bombardment Cannon" modules for these airships in the artillery tree.
Seems like an oversight - thanks for the report, I'll get them fixed for the upcoming patch on the weekends.
I did ended up grabbing a few gun models (i.e. FAMAS for FRA/NFA/FRP tag) from MD, but their infantry model are still too advanced for what's supposed to be mid-1960s at best. In any case I'll double check them again.
So far I've finished adding Tier-4 and Tier-5 models for GER/ENG/J@P/USA/PSA/RUS - will see if we can at least get something appropriate for majors like Ottoman Empire, Danubian Federation, and all the Chinese Cliques too.
@Gatete
Sure.
Quick Update: I think I found the goddamn reason why 3D Infantry Model won't work - for some dumb reason it never crosses my mind that I've accidentally set the visual level for all new infantry equipments as 3 instead of 4 and 5...
In any case I'm using TNO model for the last rifle tech level.
I'll look at them over the weekends.
Yes for Helis and Jets, I still cannot get rifle 3D models to appear in-game for some weird reason sadly 🥲
It would take large efforts, so at that point we might as well just integrate them instead of keeping 2 very different mod versions code-wise.
@حق
That is intended, yes - "CHN" is the fallback dynamic tag for Unified China as used in KR. That MIO is enabled by global flag "china_united" anyway.
If it failed to be unlock in KX for some reason, used this console command (keep in mind this can break lots of things if you haven't actually unified China yet):
set_global_flag china_united
tl;dr: This is now mostly done, all that's left is tackling the Astronaut Recruitment/Assignment system which currently relies on HoI4 random character creation which is quite erratic at the moment, and Satellite Constellation system so that you can now easily stacks up bonus from repeated missions.
For future cases like this when Steam Workshop appears to be not-responding, the quicker way would be to "unsubscribe then resubscribe" mods as it forces Steam to redownload the files after deleting them.
Make sure to start new playthrough instead of loading up existing savegames. Loading up existing savegames when changes were made to the script_enums file tended to breaks thing like that.
- Update Land Equipment (Trucks, Mechanized, Armoured Cars, ...) GFX and Localization for all Chinese alignments.
- Port over Airships from KaiserreduX. While it seems ridiculous initially, these can act as cheap AEW&C and ASW platforms - assuming you can provide good air cover. Their special "Bombardment Cannon" modules (unlocked by researching down the artillery tree) also make them an ideal CAS unit if the enemy has no anti-air.
This is NOT savegame-compatible; if you have an unfinished playthrough - grab the ParadoxMod copy of this mod [mods.paradoxplaza.com] to continue your existing game.
I'm aware of the issue, in the case that we cannot get KX's airship working I'll try to release a normal patch without that change being included before this Sunday - and add those changes in the subsequent patches instead.
Considering that this has been out for months now, such namechange could break mod compatibility (PDX mod override mechanic currently only reads up the mod name) so I'm not sure about this yet.
@爱笑的大魔王
I'm still working on this alongside some Chinese equipment changes for KR 1.2 update, so we're looking at around next weekend for possible release date. I'll make sure to port that change over from KX :)
Speaking of which, forgive me for making a suggestion, but maybe you could consider putting "Kaiserreich" actually in the title? It took me forever to find because it doesn't show up very well when just searching for Kaiserreich.
Thanks for the report, I'll try to get them fixed for the upcoming KR patch.
I checked the tech tree for the German Empire as well as a bunch of other nations and saw that their armored train tech has a production cost.
CORRECTION: ALL Trains for Ukraine have no production cost. I checked to see if the was modded MIO's I have for trains but even after replacing and then outright removing them and trying to produce trains without an MIO they still had no production cost.
This submod is compatible with KaiserreduX, so does all the official compatibility patches listed above in the mod description.
Not for vanilla/RT56 since this mod relies on KR/KX file structure at the moment.
Er, no - but you are more than welcome to use the files here to make one.
- Add in the missing equipment set for GBR (Great Britain Windsor restoration tag) for KX.
- Fixed Georgian equipment list translation.
This is a save-compatible hotfix.
Because I haven't released the tech trees for non-DLC version yet. The current version requires Tank (NSB), Ship (MtG), and Plane (BBA) equipment designer to work properly, respectively - so the game engine fallbacked to vanilla one for now if you don't have them.
Once non-DLC code is implemented I'll let you know.
KR Tech Extension-SCE 1.13 Compatibility Patch is already updated for KR Tech Extension and will work just fine with HoI4's latest patch, 1.14.7.
KR Tech Extension-SCE 1.13 Compatibility Patch уже обновлен для KR Tech Extension и будет отлично работать с последним патчем HoI4, 1.14.7.
https://steamproxy.net/sharedfiles/filedetails/?id=3167517700
https://steamproxy.net/workshop/filedetails/?id=2690847683
?
3D models are okay, weirdly so, showing accurate Ju-87.
This is regarding both base KR and this submod.
Noted, I'll see if I can borrow a replacement icon for that from ETT60 or somewhere else