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
Merged Mod what will be created with Own custom Stuff and Parts of Other mods,
can i merge your Upgrade Mod into my Mod ?
i will Write an Credits file with Link to the orginal mod
and Put the List on the Workshop page later.
if its okay pls tell me :3
Error on line: 1 character: 12 file: interface\N_utl_icons.gfx.
Report the error to the author of the mod: Ultimate Weaponry (Standard).
Error:
Error in interface\N_utl_icons.gfx: Ln: 1 Col: 12
spriteTypes{
^
Expecting: end of input, statement or whitespace
you get to research ultimate weapons after getting the previous tiers of weapons, I personally think that ultimate technologies should use an ascension perk to unlock research though.
This is not necessarily a bad thing, I do like strong techs. My issue with this is the timing, as with high research you can get your techs already before mid game year which is faaaar before the other mentioned techs.
My suggestion: Combine your different version into a dynamic version, where the lite version can be unlocked early, and the standard and (maybe watered down) cheat version are linked to mid game or late game years or other IF factors that make them a little harder to acquire.
Anyway thank you for this mod, I enjoy the buildings and the techs!