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
Remove, unsubscribe from all mods. (Not just my own, there can be DLL conflicts, so all mods.) Ensure Mods folder is empty (check the actual folder, not just the game's browser). Make sure game is not running. Double check DLC folder to make sure you don't have EUI (ui_bc1) or any pseudodlc installed. Download/Unzip manual versions of just EA/StS to mods folder. Make sure to delete cache and moduserdata folders. Start civ 5, enable mods, test on duel size to avoid load times and possible frustration.
Shame you are not really working on it anymore, but it's still amazing
I do have to ask tho: are you supposed to lose almost all your cities during a dark age?
It gets quite tiring to lose 3/4 of a continent because of my superior tech
Anyways keep being awesome and best of luck in all your future endeavours
If you ever return to updating EA/StS, and Principe for that matter, then the main thing I wish for (in addition to bugfixing) is an improved strategic and tactical AI, perhaps inspired by some of the AI changes in the Community Patch, Gaia's Core Mod and Acken's Minimalistic Balance. I know you included the great Artificial Unintelligence (the lite version) but those aforementioned DLL mods built on it so they further enhance the AI on the strategic and tactical levels.
When I think of the future of this mod, it's at some point shortly before the singularity when a near-ASI can parse and easily understand and fix every bug and glitch, so me and my then AI bae will have fun fixing that then but probably not before.
I'd like to report a bug. After loading a savegame the yields "prosperity" and "corruption", which affect the gold calculation in the top panel, are not taken into consideration for the "net gold per turn" value (the value in brackets after the treasury balance). These yield values are displayed in the top panel gold calculation but they're not included in the calculation for the next turn. This means that an incorrect amount of gold is added to or deducted from the treasury at the start of the next turn. From the next turn onwards, prosperity and corruption are correctly included in the net gold per turn value. So this bug affects the first turn after loading a savegame. Hope this description helps. Would be great if you could look into this issue!