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
add this just under: type = heavy infantry
house_guard = {
type = heavy_infantry
# This condition ensures recruitment is only possible with warfare_legacy_5
can_recruit = {
exists = dynasty
dynasty = {
has_dynasty_perk = warfare_legacy_5
}
}
for cavalry add just under type = heavy_cavalry
house_cavalry = {
type = heavy_cavalry
# This condition ensures recruitment is only possible with warfare_legacy_5
can_recruit = {
exists = dynasty
dynasty = {
has_dynasty_perk = warfare_legacy_5
}
}
the rest of the codes in the file remains the same
better!
Nothing to see at all?
If you want to include a siege option [combat engineers] might work. I know they used dug tunnels and primitive explosives during the later mid evil periods to take down walls and forts during sieges.
https://drive.google.com/file/d/1SuCcWzeDBu20dSTaD-se6pQk2ujKNY6M/view?usp=sharing