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I've been waiting for this mod to update since I thought it was incompatible with the new update, wow I'm an idiot... xd
@CaNaDiaN TWiN I don't know how it works in multiplayer. Theoretically, it should work fine in multiplayer, since it's based on states and they only have one owner at a time. There's code for when a state changes hands, and I think it would sync just fine.
@Azure As long as your economy can keep the centers stocked, then yes, it would enable you to support an army twice as large. However, once you're out of supplies, it will really hurt your military as you'll be trying to stock while continuing to supply your army.
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As a general update, I'll just say that I have a lot of fixes and enhancements that I want to add for 1.7. However, my priority when 1.7 comes out will be pushing out a quick patch first and then adding other stuff later.
@zhou_zixiu That also makes sense; I could add a half-distribution method so that the distribution centers don't overwhelm local production, to be honest.
Hmmm, unfortunately this doesn't surprise me. Victoria 3 is pretty complex to mod, and a lot of things don't work in an intuitive way. With that said, I may take a swing at this myself, to be honest. I have some ideas. I just may wait until after 1.6 is released, so maybe there will be better mod support in the game (and less bugs).
@WASP
Compatibility patches are pretty difficult because it requires me to keep up with both changes to the game and changes to other mods. If I started down that road, I'd end up maintaining a lot of code, and unless the other mod maker wanted to help, it could break at any time.
I may take a look at it, since it seems like an interesting mod, but there's no promises that I'll be able to get to it.
Example for an to be added codesnippet for a production_method:
required_input_goods = artillery
Trying to simply build an on/off switch for the on_action via triggers is still not working well.
I tried putting this one lower in modlist, I tried changing the name of buildings panel . gui file that didn't work either.
Fantastic! That is something that I've been thinking about as well; I look forward to testing things out! :O
Yeah, it takes a few moments for each change to take effect. I only run the checks monthly to limit the impact on performance. When I tested weekly, it was a bit much (despite my computer being decently fast).
Thank you for using the mod! :3
I just built my first logistics center, stockpiled some, and started a war. I disabled all the stockpiles, but I don't see a distribution center. Where do I look? or where do I need to tell it to start releasing the stockpiles to the market?
Sounds great to me! The project is open source and the code is available on github. It's the MIT License, so you can modify and do what you want. Also, if you come up with anything cool, feel free to send it over to me on github; I accept contributions that fit in with things! :)
@Krol Artem
If you click into a Logistics Center and scroll down; if your production methods are gathering, then you can see the stockpile levels there. I'm thinking about how to create a "central display" for stockpiles, but it isn't a thing yet, so for now - just look at the logistics center. :3
Feel free to read the change notes for information on what was adjusted, and this release should be fully backwards compatible for existing games.
It's showing 1.4 MB for me, where are you seeing 1.4 GB? There's no way the mod is 1.4 GB - it's just some text file and some small images.
@Technophile Max
What zzzptm said is exactly right. I would say that it distributes using the same system that other buildings do. If you switch to your "Local Prices" tab, you can see that the output from the distribution centers is flowing right into the state as "Sell" orders.
If you scroll down on the Logistics Center, it shows you how much it stores, which depends on the level of the building.
As it is, it's a work in progress, expecting an update in a few weeks.