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与独特的地区图标兼容。
@Stack Man feel free to include this in your mod if its to your liking.
Name = minorPlayer:GetCities():GetCount() > 0 and minorPlayer:GetCities():GetCapitalCity():GetName() or minorPlayerConfig:GetCivilizationShortDescription(),
This allows a City-State to appear when the City Name doesn't match the Minor Civ name.
LOC_QUEST_CONVERT_CAPITAL_TO_RELIGION_NAME
LOC_QUEST_SEND_TRADE_ROUTE_NAME
LOC_QUEST_CLEAR_BARBARIAN_CAMP_NAME
LOC_QUEST_TRAIN_UNIT_TYPE_NAME
LOC_QUEST_ZONE_DISTRICT_TYPE_NAME
LOC_QUEST_TRIGGER_TECH_BOOST_NAME
LOC_QUEST_TRIGGER_CIVIC_BOOST_NAME
LOC_QUEST_RECRUIT_GREAT_PERSON_CLASS_NAME
LOC_QUEST_CLEAR_BARBARIAN_CAMP_NAME might be too long for the UI, so you could just use LOC_IMPROVEMENT_BARBARIAN_CAMP_NAME instead.
Is there any chance a counter could be added to each category?
For example, say there are 7 CSs asking for a trade route, but the mod only shows 5 and the rest have to be scrolled.
Perhaps title of each category can include a total count of CSs with this type of quest? "Send Trade Route (7)"
your mod has been translated into German by Junky 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.
I'm now able to translate it. Thank you very much for your efforts.
Just the title in the main Envoy Quest List window cannnot be changed. But that's ok for me though.
There's no way this mod influences it because it only reads existing information from the game. It doesn't alter anything.
If I look into your eql_questlookup.xml file, I only find strings. I want to translate them but i would have to change core files for that. All you have to do is set LOC_NAMES for string Values.
Would be helpful for everybody who does want their own language inside your mod.
Thank you
+
i dont have target icons (units, districts etc.)
Created game with same rules but woithout your mod - works fine.