安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
When they're gone, nothing's making those number changes anymore (e.g. the campaign camera goes back to using the old zoom levels, or the relationship changes between factions is calculated with the vanilla formula again, or boosted trade values are lower) - but the game can run normally.
So I believe the following should be correct for pretty much all your mods, Pwner1:
"Can I add this mod mid-campaign?" - "Yes, you can"
"Is this mod savegame compatible?" - "No, as it's typically the case with unit mods"
I guess ADDING stuff = bad for savegmae compatibility. CHANGING existing stuff = good
<3 Hope that helps
When somebody asks "Is is savegame compatible?" they ask if it's safe to add it mid campaign (99% of all mods can do that) AND if they can REMOVE it mid campaign.
The latter is why most mods are NOT savegame compatible: Even simple unit mods will leave "remainers" of used mods (e.g. armies have units from a unit mod in them or recruiting builings list units from the mod as recruitable); now as soon as the mod is removed and then the save loaded, the game engine will reference things "in nirvana" -> instant crash. An exception are some unit mods that WILL be savegame compatible IF NONE of the units have been recruited yet. Most will crash regardless and I very much assume so will all of your unit mods.
Somehow we play the same factions :x
You mean if nobody has recruited these units (usually the player I guess) then this can be tried out spontaneously - and even safely removed mid-campaign - but surely, none of these units can be on the map or in recruitment, right? Or do they just disappear and the game is easy with that?
I thought that was the classic case for a CTD....
Is there some special trick you use when making the mod to make that possible? You should teach others!
Thx & love from Berlin <3
Kind regards Boss