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번역 관련 문제 보고
First, it makes ski resorts essentially nonviable, as they can only be built by the ultra-expensive tycoon unit. Paying a thousand gold (or more!) for a single amenity is hard to justify in almost any case.
Second, the AI spams tycoons more than it should, and it usually has a dozen or so kicking around its land by the endgame. This costs the AI a ton of gold and adds a bunch of clutter to the map.
It'd be good if the mod creator could fix these issues. The first one would be easy enough, while I'm not sure if the second one is doable at all, outside of perhaps banning the AI from buying these units (which would probably be worthwhile, given how wasteful they are). Until then, I'd recommend people stay away from this mod.
I fixed it by commenting line 38 of MonopolyPlus.modinfo: <Criteria>Monopolies_Mode</Criteria>, so the text file gets applied regardless.
INSERT INTO Unit_BuildingPrereqs
(Unit, PrereqBuilding)
SELECT 'UNIT_LEU_TYCOON', BuildingType
FROM Buildings WHERE BuildingType = 'BUILDING_JNR_DRAGON_KILN';
Anyway, I cheated my way through the tech tree to test it and voilá, the units appear in the production list.
i also use Unit List Enforcement, and I suspect there may be an incompatibility (that mod changes building requirements).
Yea, I thought about that, but would really rather just have multiple industries in the same city so I don't have to resource share.
You could always use a nearby city to re-assign any of the extra luxury tiles and create new Tycoon(s) in that city, try it!
Is there an option in this mod or separate mod altogether that allows for a city to have 2 different luxury resource industry improvements? I have a city in one game that is surrounded by 2 sets of 3 different luxury resources (spawned naturally, I didn't cheat place them), but I can only build 1 industry improvement, and I would love to put one on all 3!
Maybe it's a conflict although I doubt it since this is my only real gameplay mod, the other ones are UI mods.
monopolyPlus_units.sql in line 341 ... U have to delete the "(" there ... than save!
If you want to restore the tycoon units Workshop prerequisite, all you have to do is go into monopolies_units.sql and UNCOMMENT OUT the lines that add the workshop prerequisite and it will work properly.
If you want the mod to work as the author intended where the Tycoon unit is liberated from it's building prerequisite while using JNR's industries expanded, open the JNR compatibility sql file and COMMENT OUT or delete the lines of code that add the manufactury as a building prerequisite and......
VOI LA! Mod fixed to your preference....
It is not as it seems. These mods work perfectly fine together. The author of this mod updated it at one point and removed the workshop building prerequisite from the tycoon unit. HOWEVER, when you turn on JNR industrial zone expansion, this mod reads a compatibility file that adds JNR's manufactury building as a prerequisite. If you build a manufactury you CAN purchase the tycoon unit.
Furthermore, costs seem to be increased 4x. Maybe because of gold deflation mod? Anyway, tweaking the numbers at cost and cost increase in the SQL file worked perfectly fine, for both Tycoon and Investor.
One fix I could see, if this is intended, would be to increase their build charges to 2 instead of just 1. Of course that's just my opinion, so if I wwant to do that myself:
Do I just change this 1 into a 2 without breaking anything?
/*BuildCharges*/ 1,
(To be added, the line above indicates a base cost of 250, so this might have been a bug. Playing with JNR 6T project as wwell as some other mods, fyi)
After testing, the issue is definitely with JNR District Expanded: Industry. When this mod checks if a workshop has been built, it does not look for JNRs workshop, only the vanilla workshop.