Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
I've noticed an odd one. I am getting three Chaos corruption per turn in The Silver Road (Dwarf capital province) from a mysterious "Buildings and commandments" source.
I believe it's this mod because I reloaded the save with it turned off and the source granting the corruption vanished.
Here's my region setup at the moment:
Karaz-a-Karak tier 2 settlement
Barracks, tier 2
Gem Mineshaft, tier 1
The Pillars of Grungi, tier 1 settlement
Trinket Maker, tier 1
Mount Squighorn, tier 2 settlement
Dwarf Tinkerer's Shop, tier 2
Watch Room, tier 1
I'm not sure if this is a bug that kept the '3000 gold for Chaos Corruption' still affecting the region or not, as that ended a while a go and I only just noticed the Chaos corruption after it got very high (50% is what it will rest at without any anti-Chaos Corruption things).
Is corruption always a feature at under -75, or is it only a thing if corruption is already present from a previously 'expired' source upon hitting -75?
First of all, thanks for that nice mod!
Just adds that bit of needed complexicity to the game.
Now, I have some feedback regarding "smithing".
I do think that smithing should be in the game (why the hell did they remove it in the first place?)
However, one can not retrain already existing units like in Rome 2 or Attila.
(I suppose it is not possible to include that because the engine doesn't allow it?)
This means that units trained in non-smithing provinces are always less effective.
And it makes global recruitment a terrible choice.
Having let's say 60 instead of 50 armour is a big deal after all.
If only we could move units without lords this would be much less of an issue...
Sure, I could just ignore that and use whatever units I get.
But my compulsive tendencies tell me to not train suboptimal units.
So, I think it would be nice to have a submod that removes smithing so one is less restricted with where to recruit units.
If I am the only one thinking so and it's too much work - don't bother.
Best wishes