Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Trung giản thể)
繁體中文 (Trung 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 (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
I can see how and why the edge case you describe would happen, but it should also happen in vanilla and other basic sandbox mods such as Classical World etc.
It's kind of a base game bug, rather than an Iberia mod bug.
I'm playing the Iberia sandbox, and came upon a possible unintended edge-case regarding the objectives to help an AI faction capture/defend an AI city. I found that if I happen to capture the target city before the event timer completes, the objective is not cancelled. And when it completes, the city still suddenly changes to the aggressor faction (either from choosing to help the aggressor, or from it timing out and the aggressor being the default winner).
I've got a savegame from just before it happens, if you need that to take a look.
The little fort north of Paelontium seems to have its water access bugged out though. I'll fix that in the next version.
Ships sail, but it is impossible to create sea trade routes?
You'll want to go to iberia300bcdlc/resources/objectives/iberia300bcinv/spawnbarcidfamilymemberinvsandbox.lua and change line 12 from
if (getplayerfaction() ~= getfactionbyname("Barcids")) then return false end;
to
if (getplayerfaction() ~= getfactionbyname("Barcids") and getplayerfaction() ~= getfactionbyname("CarthageIberia")) then return false end;
Love the mods, been away for a bit and came back to the punic campaigns. Amazing work.