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
https://sp.zhabite.com/sharedfiles/filedetails/?id=2296804172
Sort of. The spawns start immediately, and are very strong. Try dealing with 5.3k void clouds at game start.
You can check proof of this and read detailed description here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2055544110
You should look into the Pirate Waves one also and see if you can update it.
I miss the old pirates we use to have.
I am willing to go through and try to update with permission but I do not know if he's checking this any longer.
i love this mod
the monster and pirate is too strong and too weak, sometime i do not really have time to kill them, i need some npc to kill them.(not kill them all) plz
it still work in 2.3
The policy settings appear, the monsters spawn in and the situation log kill/loss records still show up. As far as I can tell it's working just as before. I'll update if anything does go wrong though.
I have it set to spawn once every 50 months and I didn't see anything until about 80 years in which is consistant with how it worked before.
Trying again with a lower frequency (3 months) and all empires starting advanced. Much better. My scouts actually survived mostly.
Feels wrong to change those settings once I get some build up, so I start with them on turn one.
https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-2-1-0-documentation-if-else_if-else.1100202
Your scripts may be doing the wrong thing silently if you need to update them and don't.