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รายงานปัญหาเกี่ยวกับการแปลภาษา
<Row>
<BuildingType>BUILDING_CAMPFIRE</BuildingType>
<YieldType>YIELD_GOLD</YieldType>
<Yield>1</Yield>
</Row>
</Building_YieldChanges>
Is missing in the Campfire XML
Will give it the +1 gold you said was intended.
Missing under <Units> in the Primitive Archer XML
Will give the archer Range, unless it was intended for him not to start with it.
Yes. May call it "Archery Range" & make it a prerequisite for the later "Barracks". Unit would have to come back to the Village after the AR is built in order to qualify for the Range promotion [like the "Amphibious" promotion].
http://forums.civfanatics.com/showthread.php?t=517907
1] Primitive Archer would not "Range Attack". When mousing over the enemy unit, the Attack Prognosis was displayed indicating it was a "Ranged" attack. It appears to be based on the PA +3 Ranged Strength. However, the PA unit had no Ranged Attack option, only Melee. Right clicking the enemy unit resulted NOT in a ranged attack but rather sent the weak PA into a disastrous Melee. That melee attack appeared to use the PA +2 Strength. The Melee option obviously did likewise. If the PA's range is only 1 hex, that's fine. However, it should not be forced to melee attack. It is too weak a unit for that.
2] Heal rate is way too low. At 1 point per turn, it takes a severely damaged unit up to a few THOUSAND Years {40 years/turn * 90+ points} to fully recover. The base Civ V game Heal Rate is 10 points per turn. As is, my erstwhile PA is spending almost all of Prehistory just recovering from having no ranged attack.
3] When in the Cityscreen, the <enter> key does not step back from production to the Queue nor exit to the world map - as is the case in base Civ. This has caused the loss of several turns, as <enter> has activated "Next Turn" while I am still in Cityscreen and have yet to complete intended actions.
4] Interesting ! Kilimanjaro gives "Forest Dweller" promotion rather than the base Civ V "Altitude Training" promo. No complaint !
5] At about 3500 bce & continuing; more later ...
8] I guess I have to take back comment 4]. My Caveman now sports an "Altitude Training" promotion. When I checked him at Kilimanjaro, all he had was "Forest Dweller". Don't know where he picked that up. Do Cavemen come with that one ??
10] Reached Ancient Era upon completion of the last Prehistory Tech, rather than upon finding the first Tech in the next era as is done in base Civ V.
I.E., When game starts, one's Civ has completed Agriculture and Ancient Era begins.
11] Found an AI cheat in Prehistory. My big, bad Caveman did a Barb encampment and captured an English Worker while my Civ was still restricted to Laborers. Could it be [??] that the Barb capture mechanics convert captured Laborers to Workers??
12] When mousing over a Worker's "Build Actions", the number of turns indicated for completion always reads "2,147,483.647" ??? A tad excessive to build a Farm, don't you think? Seems like a calculation somewhere is set up incorrectly. Doesn't happen in base Civ V. After executing the "Build Action", the proper time to complete shows in the Worker box. I can't offer any suggestions for a fix.
14] Base Civ V's Scores hide the circular Event notice Icons along the right margin. Prehistoric Era has fixed [?] that so those circles now are arrayed over top of the scores. Good job !!
16] Now [turn 140], the Cityscreen horizontal output block [Top-Left] shows the "Turns until a New Citizen is Born". First noticed this when Delhi was captured. The vertical block [when no Production or Purchase is being viewed] still shows neither that figure nor the output totals for any but Production.
17] When Delhi was captured, the option to Annex or Puppet was not presented. Following Screenshots are Turn 140 Delhi Cityscreen, Setup Conditions & 6 Mods Lists: http://steamproxy.net/sharedfiles/filedetails/?id=264237244 + http://steamproxy.net/sharedfiles/filedetails/?id=264238423 + http://steamproxy.net/sharedfiles/filedetails/?id=264240249 + http://steamproxy.net/sharedfiles/filedetails/?id=264241054 + http://steamproxy.net/sharedfiles/filedetails/?id=264241722 + http://steamproxy.net/sharedfiles/filedetails/?id=264261596 + http://steamproxy.net/sharedfiles/filedetails/?id=264262660 + http://steamproxy.net/sharedfiles/filedetails/?id=264282255
21] Now [turn 170] the <enter> key is functioning properly when in Cityscreen to leave "Add to Queue" back to Queue or for going back to the Map. ?? Don't know why.
*=> 22] The Gold income problem mentioned in prior Comments to this OP continues. Rome is getting around it by creating Primitive Archers [PA], then cashing them in for Gold. Boethius' Greatest Work + InfoAddict "Net Gold" & "Treasury" reports illustrate the Severity of the Plight for the AIs: http://steamproxy.net/sharedfiles/filedetails/?id=264435826 + http://steamproxy.net/sharedfiles/filedetails/?id=264439780 + http://steamproxy.net/sharedfiles/filedetails/?id=264447934 .
Could the Negative Gold Flow/ Zero Treasury relate to the Zero Science ??
24] At Turn 244, the "Add to Queue" [ATQ] button ceased to function. Rome's Production Queue was empty and Choose Production bar and Icon popped. Clicking either moved Rome to center screen but the Cityscreen would not open. Upon opening the Cityscreen using the City bar, the ATQ did not work. I could select "Purchase" and then click the "Production" at the bottom to bring up the available constructs.
HOWEVER, no Wonders were on that Production list {?? Wonders may not be "Purchased", so cannot be accessed through the Purchase option ??}. Machu Picchu and Artists Guild should have been buildable in Rome and Fiorenze {renamed former English city}.
All the other cities have the same problem. Could it relate to having just entered Medieval Era ?