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For example, I built a 2nd encampment and made into an armory, but the game doesn't recognize it (cannot build bulletproof samurai bc is says I need an armory). I think I didn't do something right in the buildings_effects_junction table given the lack of the buildings doing anything.
I understand your time is precious, but I would happily pay you to teach me how to fix it good sir (shouldn't take long via discord/messenger) if you would be willing!? Also, may I friend you to prevent further paragraphs on your mod page lol? Thank you again for your time and help!
thx
one question: would you plan on adding this feature on FoTS as well? Or is this not likely since railway system needs to be considered (or possibly having construction site that doesn't include railway branch to avoid this issue)
I have downloaded and tried the game with your mod & Radious's too.
I havent got as far as creating the speciality yet, but I have noticed the "construction site" slot.
It hasnt crashed so far... works fine.
I'm going to try it out with Shimazu clan today.
Again, great idea, to both you and the other modder Charsi, for coming up with the chance to enhance this game.
forgot to say there's one scenario that your game will probably crash if you swaped Radious mod with mine. that is if you do take advantage of the extra building slot provided by Radious...
yes
Because I implemented this mod in a very different way, if you remove Radious mod and install mine, following effects should apply to your previously saved game:
1. you will no longer be able to build regional specialty from a encampment.
2. your already built regional specialty will not be affected (including resources) and still have the flaw(can't be dismantled). However, you may get chance to have three exact same regional specialty in one town(original+built from encampment+built from construction site).
3.modifications on castles and building cost/time will disapear
4.features from my mod will be activated
If you use this mod together with Radious, I don't think it will crash but some random features from both mod may disapear as we modified the same table. The difference between this mod and Radious are
1.you will be able to dismantle regional specialties to empty slot
2.in order to build regional specialties, you will need to research a tech first and build a required "construction site" then upgrade it to desired specialty
3.the resources from additional built reginal special buildings are deliberately removed.
4.my mod does not modify castle slots and build cost/time
5.despite regional specialties, you can also build the second encampment
You said this was inspired by Radious building mod, which I use already.
My question is, can I use Radious building mod and your mod together without any conflicts/crashes?
And if not, is your mod basically the same as Radious's with this extra resource build effect?... which is to say, if I then disable Radious, enable yours, do I retain the Radious effects?
idk. If you want to try then make sure all players have this mod downloaded and enabled, otherwise the game is definitely gonna crash.
https://mega.nz/#!wcVzAYhR!KXZoeoArwgXURdxvy06-_z49sRuKrYufPUmoNts8m24
put the .pack file in game_directory/data