安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
In general this mods biggest contribution is to the inactive lords, to prevent them from falling too far behind.
I would recommend that the rogue armies start on a higher level. If the only XP income they have is from this mod, it is going to be a bit slow.
I agree that it seems a bit odd that they start on level 1, definitely something to feedback to CA. Starting on level 30 would seem more appropriate.
Contents of mods should not cause host version issues. It is mostly connected to load order of mods.
if cm:char_is_general(character) then
self:add_experience(context, true, self.xp_general);
end
if cm:char_is_agent(character) then
self:add_experience(context, true, self.xp_general);
end
내 군주보다 레벨이 높습니다.
새 게임을 해도 모드툴에 남아있습니다. 구독도 취소하고 모드창에서 지웠는데도
그대로 남아있습니다.
It would be better if my enemies levels were somewhat of a mystery
Defeating an enemy lord, who will instantly come back at you as soon as it respawns with more level than you is hilariously bad.
Early game, some enemy lord end up having two to three times my level, and it makes confrontations really unfair.
I'm all up for helping AI staying relevant for challenge, but not this.