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The new version eliminates the Mods.lua overwrite, which means it should be compatible with your favorite mod manager now. It has been tested with Enhanced Mod Manager, but should work with others if that is the only file being modified.
Great mod!
I toggle the two on/off if I want to change things now that I know about the current conflict.
Just wanted to point out to others I'd found this specific conflict (since finding conflicts often means turning all mods off and then trying them one by one). Maybe I've saved someone else some time :)
I commented the same note on EMM's section.
I love the mod - so thank you for your work with it! (makes me think of Civ1 goodie huts)
Regarding the number of barbarian camps that can appear, this appears to be a built-in limitation. I agree, this is disappointing. Primarily, this number is influenced by both (1) the number of Players in the game, and (2) the number of City-States in the game. Additionally, if (3) the "Barbarian Clans" game mode is enabled, this will also influence the number of barbarian camps that can appear. You can reduce both (1) and (2), and you can disable (3) entirely, but eventually you will still reach this limitation. At this time, this cannot be satisfactorily resolved.
Regarding Github, to be honest, I'm still learning a lot there myself, so I understand the trepidation. With that said, I am very interested in translating EGHV into as many languages as possible. If you would be willing to publish your translation, I would be willing to consider an alternate source.
If you can help, please open an issue or pull request with your proposed additions at EGHV's dev branch on Github [github.com]. EGHV-specific tags can be found within the EGHV/Localization/xx_YY folders in the repo above, or within the same folders in its current installation location, where xx_YY represents a specific localization code.
If you are also using Sailor Cat's excellent Wondrous Goody Huts mod, those items will appear in the new picker when said mod is enabled, and disabling them there will prevent them from appearing. I haven't actually tested it with their Configurable Goody Huts mod, but chances are good that conflicts will occur if both are enabled, beyond simply cluttering up the Advanced Setup screen.
Questions and comments are welcome. Thank you for your interest in EGHV!
In regards to Wondrous Goody Huts: EGHV should have "supported" it, and other mods that don't alter existing reward types, all along, insofar as it previously didn't really care about rewards it didn't recognize. With the latest update, EGHV will now treat Wondrous rewards as if they were Tier 1 rewards, and villager hostility will be adjusted accordingly. This also applies to other mods that add new rewards in a similar manner.
In regards to Configurable Goody Huts: No. That functionality is well beyond the scope established for EGHV, and would be an enormous pain to implement; a pain which, right now, I have absolutely no interest in enduring. If there is enough demand, I may be compelled to consider incorporating similar functionality into EGHV, because that would be far easier. That demand would have to be significant, though.