安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Like the game go check all cloned file and makes its own merge, sortof ?
Anyway, here both files don’t modify the same values indeed !
Thanks much for your time and answers ! I now need to test more, I’m still confused lol
In the case of my mod; all I'm doing is changing a few values. So it shouldn't create any major problems. The game should run without crashing or anything like that.
However, if the 2nd mod also plays with the happiness value, or for example adds new resources, you might see inconsistencies, depending on which mod is loaded first.
Didn’t find it in that folder but appdata. Anyway, yes it’s the right class name ! =)
Also, when trying to see if it works, ( And having trouble, firstly because I’m still confused by how amenities works sometimes lol, ) I noticed that another mod adds its own resources.sql file ; is it the kind of file than can coexist, or do they collide and need to be merged ?
If you can't open the sqlite file, download a database manager like DB browser for sqlite.
If you can't find DebugGameplay.sqlite, on windows the default location is C/Users/<user-name>/documents/my games/Sid meier's Civilization VI/Cache
I hoped it would be as straightforward ^^ At least it makes sens.
But I don’t know where I could check to be sure, I didn’t find what original file manages resources.
Looking at the code, I was thinking of simply adding a third line, with 'RESOURCECLASS_LUXURY', would it work ? Well I can try anyway lol, let’s see !