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
https://sp.zhabite.com/sharedfiles/filedetails/?id=2796778215
It includes the fix to allow xenos to gain trait points mid-game.
Hey! I believe I've figured out the solution to the gene modding issue. In 00_xeno_archetype.txt you declare custom trait points and max trait values, then use those in the new archtype. The problem is those values are never updated anywhere else, and not hooked into the things which bump the number of points mid-game.
You could either hook into all the tech and perks that add points, or you could delete the custom variables and change the XENO archtype to add `inherit_trait_points_from = BIOLOGICAL`
The xenos start with the same values as biological anyways, so this seems like the easiest fix
If you'd like, I could take over managing this mod, with your permission of course.
Sooooo checked..updated to run just this mod...and Gene modding failed again :(
It was supposed to work fine the last time I updated it, if you have any problem let me know.
Since I no longer play Stellaris very often, I only update mods when a problem is reported
or if I have time.