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and "City Banner Compatibility Patch" breaks new suks
your mod has been translated into German by Stevie and the translation is now part of the Civilization VI Mods - German translations mod pack.
We would be more than happy if you could refer to the language translation in your mod description.
..\Base\Assets\UI\WorldView\CityBannerManager.lua
..\DLC\Expansion1\UI\CityBanners\CityBannerManager.lua
..\DLC\Expansion2\UI\CityBanners\CityBannerManager.lua
( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1834331006 ), although it is kind of a fork since it is made compatible with the rest of the pack (it includes Suzerain at a Glance + a call to the Nomina mod + a R&F version).
Look for folder 20214768792 in the pack and copy/merge its content to the same folder in steam workshop files: ..\Steam\steamapps\workshop\content\289070\20214768792 .
- If you do not have Nomina (a really good mod!) you have to remove the "include( "CityBannerManager_DynamicCivNames.lua")" at the top of the luas.
- If you do not want the R&F version or the Suzerain at a Glance content, you have to compare the content of the .modinfo between my version and the original version and match the changes .
Hope this helps.
I've released a new update for the mod. I'm not playing the game at the moment, and don't know what the Industry and Corporation icons are, so let me know if it doesn't fix the issue.
I'm not sure how the game would handle that. You could subscribe to the mod, load an existing save and see what happens.
It would only take a couple of minutes to add Italian language support. In the CityOriginalOwnerInfo_Text.xml file, you'd need to change Language="en_US" to
Language="it_IT" and then there are three lines of text, between <Text> and </Text> which you'd need to translate to Italian, while keeping the {1_OriginalOwner} bits.
It's easy to add a language to the mod yourself, by editing the mod's file that's called CityOriginalOwnerInfo_Text .
See earlier comments for instructions.
You'd need to add in the following block of code, filling in the dots with one's desired language:
<Row Tag="LOC_CITY_BANNER_ORIGINAL_CIV_CAPITAL_TT" Language=".....">
<Text>- .......... {1_OriginalOwner}</Text>
</Row>
<Row Tag="LOC_CITY_BANNER_ORIGINAL_CIV_CITY_TT" Language=".....">
<Text>- .......... {1_OriginalOwner}</Text>
</Row>
<Row Tag="LOC_CITY_BANNER_ORIGINAL_CITY_STATE_TT" Language=".....">
<Text>- .......... {1_OriginalOwner} .....</Text>
</Row>
There's a fix for the Nomina mod on the page you linked to.
I'm not sure what other mods this mod isn't compatible with.
It works with the May Update.
It should be easy to make it work in Spanish, as there are only three lines of text.
1) Open the mod's CityOriginalOwnerInfo_Text.xml file.
2) Copy the nine lines of code between <LocalizedText> and </LocalizedText> and paste them directly underneath (between <LocalizedText> and </LocalizedText>)
3) For the copied lines, change Language="en_US" to Language="es_ES"
4) For the copied lines, change the text descriptions to Spanish, while not changing the {1_OriginalOwner} bit, e.g.
<Row Tag="LOC_CITY_BANNER_ORIGINAL_CIV_CITY_TT" Language="es_ES">
<Text>- Ciudad original de {1_OriginalOwner}</Text>
</Row>
If it's still not working, then I'm not sure it's this mod that's at issue. Will await further feedback from other subscribers.
Thanks. The game's May 2020 Update changed some lines of code in the Gathering Storm expansion's CityBannerManager.lua file.
So I've updated the mod, and it should be working again.
I don't think so. Not that I can think of, anyway. This mod was made by adapting some of the code that already exists relating to the city banner. I'm not sure there's code in the game that records information about dates of cities changing hands. I'd like to see something like that, though, to provide a bit more info about the history of the world in one's game.
2) Have you enabled the mod in Additional Content?
If so, then look at the game's log files immediately after trying the mod. The log files are in Documents\My Games\Sid Meier's Civilization VI\Logs.
Look at Modding.log, Database.log and Lua.log for Error or Warning notices.