Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
这个mod将以前的机制从旧的文明游戏重新引入到文明VI,国家奇观!
对于版本1,游戏中增加了五个新的国家奇观。欲了解机械师的完整分类和更详细的N.Wonders本身,请参阅此处的文档![ docs.google.com ]
[2127143.465] UpdateDatabase - Loading StrategicForts_Data.sql
[2127143.476] Warning: UpdateDatabase - Error Loading SQL.
The only other mods that would change the fort in any way would be Strategic Forts, and Castles: Better Forts, both of which I know to work together from previous playthoughs.
Could the small edits to forts from this mod be causing a conflict in some way, and if so how could I go about fixing that?
Game version: all DLC + Leader Pass
If in doubt, open up DebugGameplay.sqlite in your preferred SQL browser and look at how other wonders are set up in the Buildings table.
Dear Albro, it would be great if you could post a link to the mod with Russian translation on the page of your mod.
Btw i have a question. In strategic view, image of Citadel did not come out correctly but was shown as 'Missing Arts'. And the Art describing progress in building of National Epic was not displayed, not like others. I had already checked gameplay applied only with this mod, but the problems above also came. Hope this would be a problem for me only.
And here is a suggestion about National Epic. It would be better that golden age is not required to build this. But make differences between ages. Or compensate paid productivity if progress in building be canceled by expiration of golden age.
Also Side Question; Does 1 per civ mean, I can build every national wonder, I just can only build 1 of each right?
I understand why I think. It has to do with you using the base wonders as templates, but replacing the "1 per world" with "1 per nation"
It's still kinda annoying to know that, when I'm building a national wonder, and another nation is too, I might loose a lot of production and turns from the other nation finishing theirs before I finish mine.
If looks like if they interact additively, it would reduce (even more) the relevance of such beliefs.
Unfortunately there's not really any way that I've found to be able to fix this behaviour (without adding a bunch of other issues) as it appears to be a hardcoded feature of Wonders. So for now, It will just have to factor into the strategy that building the Nat Wonders faster has an advantage.