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As I mention, ultimately, the fault lies within the other mod not altering their LOC_strings to make them unique.
It is likely they used my custom civilization/leader template to build their mod and failed to change the default LOC_ strings to something unique.
I understand this is not an issue with this mod, but rather with other mods. Would it be helpful to list which mods these are?
I'm very certain the localisation issues will be getting introduced by other mods that have been created, almost certainly from my custom civilization template. Given how many people use it, it's very hard to say which mods they will be.
What you can do is search in the files in your mods folder for one of the LOC_ strings (e.g. LOC_CIVILIZATION_MC_OLMEC_NAME) using something like Notepad++. That'll return you results of every file that is using that reference. If any of the files are in a mod that isn't this Olmec mod, they will be your culprit(s).
It's likely that your issue is being caused by having one such mod installed. If you get a chance, try and start a game with only this mod enabled. If the localisation works, it'll prove that there's no issue with this mod standalone. If it doesn't work, please advise here and I will check it again - but I haven't changed anything with this mod for a long time, so new failures are really unlikely to be stemming from this mod.
Assuming you have your asset prepared (by which I mean you've created a .AST file which contains the 3D leader and added it to an .XLP file that has the 'Leader' class), then it is simply a case of setting up a .ARTDEF file that uses the 'Leaders' template. I'd recommend checking the equivalent files in the base-game to see exactly what-goes-where.
Note: you don't assign the 3D leader to the civilization, as such. You assign the 3D model to the leader and the leader is assigned to the civilization via gameplay code.
If any of the references to .AST, .XLP or .ARTDEF files mean nothing to you - then I'd recommend you ping me direct via Steam and I can try and help further.
I suggest this code
CREATE TABLE IF NOT EXISTS StartPosition (MapName TEXT, Civilization TEXT, Leader TEXT, X INT default 0, Y INT default 0);
INSERT INTO StartPosition
(Civilization, Leader, MapName, X, Y)
VALUES ('CIVILIZATION_MC_OLMEC', 'LEADER_MC_PO_NGBE', 'GiantEarth', 142, 47),
('CIVILIZATION_MC_OLMEC', 'LEADER_MC_PO_NGBE', 'GreatestEarthMap', 15, 32),
('CIVILIZATION_MC_OLMEC', 'LEADER_MC_PO_NGBE', 'LargestEarth', 191, 58);
Thanks again @buttmoo for the report and bringing it to my attention.
The 'low faith' that he doesn't like is identical to another agenda in the game, TBH. It's looking for a difference in the yields being accrued by other leaders, as compared with the leader for that yield (i.e. leaders that are falling behind, as best I can tell). Therefore, I would expect the Olmec leader to become less happy with a civ that has fallen behind, as time goes by.
I suspect the primary issue is the IncrementTurns value. That's a typo and, as I say, I'll get that fixed and re-publish.
But something is definitely wrong with your Leader_Agenda.sql: AGENDA_MODIFIER_MC_PO_NGBE_UNHAPPY's IncrementTurns is -10. I'm sure the number should be positive.
If you can share more details about what you've experienced, I am happy to try and look into it.
I am going to revisit and update all of my custom civilizations with TSLs - I just need to finish my current project before I cycle back around to doing that.
Most common reason would be due to a conflict with another mod that uses the same text string - that would be unusual, though.
Message me directly on Steam, if you like - I can try and help you troubleshoot.
I did I have a look after release but could not see a creative way to grant the same Historic Moment using a different moment type.
I have now added compatilibility with CIVITAS' City-States mod - the Leader UA should now correctly trigger when Olmec become the Suzerain of any of the four additional City-State types that mod introduces.
For anyone using the mod: apologies, I know a constant stream of updates isn't ideal as it can interrupt ongoing games. After the next update, aside from bug-fixes (if any crop up), that'll stop.
The description above reflects the changes. I hope this is now more of a 'complete' package, in terms of being competitive but, hopefully, not over-powered.
Certain bonuses are fairly situational - which is by design. Hopefully some people out there enjoy using this civilization in their games!