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报告翻译问题






I wanted to know if you have any insights on the impact of the upcoming pach on this mod ? I suspect a lot, but I wanted to know if you foresee any major issues. I hardly have any time so I'm not too keen to start another campaign :P
Thank you very much
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3611387728
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3610353106
However, I regret one thing: the changes to character traits / item stats / hero HP, and their red skill tree abilities. I understand that this fits perfectly within the goal of an overall modification, and it’s probably a good thing. It’s just that personally, I really don’t like mods that touch stats balance, and I would have liked to be able to disable these changes via MCT, as is the case for other options. Do you plan to add a way to disable this in the future?
Otherwise, thank you for this incredible mod and the amount of work put into it.
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3608862533
reupload
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?edit=true&id=3608726111
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?edit=true&id=3608383896
Question: d'habitude je joue avec ce mod https://steamcommunity.yuanyoumao.com/workshop/filedetails/?id=3032439976
qui me permet de décider quoi faire des villes que mon vassal prend (garder ou lui laisser), et de "réveiller" en vassal ou allié (au choix) une faction vaincue quand je conquiert ou colonise sa 1ère ville. Par exemple, si throt a vaincu katarina et que je lui prend kislev, je peux réveiller katarina et en faire un vassal ou allié.
Quand j'active ton mod je n'ai plus ces options, même en mettant le mod que j'ai mentionné en dernier dans le load order. Y a t'il quelque chose que je puisse faire pour récupérer ces fonctionnalités ou c'est mort?
Merci!
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3606376700
Hecleas AI Overhaul is included in this mod, so there's no need to add it separately.
Thanks. have a good one.
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?edit=true&id=3605897273
https://steamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3575054982/685237458700612256/
🛠️ Expansion Penalty (full redesign)
The entire system has been rebuilt to make expansion penalties easier to understand and much more consistent.
How it works now:
• Every settlement you capture increases the penalty
• Major settlements push the penalty up faster
• Minor settlements raise it more slowly
• The multiplier determines how strong it becomes overall
➡️ Result: expansion feels smoother and more predictable.
Cleaner, clearer settings:
All options now include explanations so you always know what each setting does.
The penalty reacts exactly as described — no more strange jumps or missing effects.
Multiplayer improvement in progress:
First steps toward smoother multiplayer behaviour have been added.
More fixes are coming to make everything run evenly for both players.
Overall effect:
A simpler, clearer, more reliable system that matches exactly what you expect when your empire grows.
We have done some multiplayer testing and found the following:
We only get desyncs on both battle start and end AI turns with the expansion penalty module enabled.
If we disabled that single module, everything else works, all other modules work, only the expansion penalty module causes desync both in battle initiation and during AI turns.
We also found out that during AI turns the desync happens when somebody declares war on one of us (the bug that the person who got declared does not get notification is also present, but thats not an issue in a coop campaign since the other can just tell if the ally got attacked).
Hopefully this helps, we'll play with the expansion penalty disabled, we don't necessarily need that and the other changes will work well.