Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
The leader in staed got a trait boosting society research which is kind of out of character since she only works as an explorer and has traits associated with this.
F
and i dont have ACOT
what mod is causing this?
There's a typo on
ship_archaeological_site_clues_add = 1
even if i get a level 10 researcher it's still 0 skill bonus
I just noticed i had that issue, was really wondering why my scientists took forever excavating. I however do not have the mod Honey_Music desribes.
https://imgur.com/a/aDmGgtg
might be related to mod "Aesthetic Cinematic Gameplay" but dont know.
From the screenshot of the scientists at work I didn't notice the stars indicating vanilla levels, so I thought they were somehow missing
Not related.
We have created a Japanese version of the mod. If you are in Japan, please use it if you like.
https://sp.zhabite.com/sharedfiles/filedetails/?id=2814219376
E.g., surveyors, give them a one time (per inspiration) boost to anomaly discovery chance (like Meticulous).
Or archaeologists, give them a few extra clues (or whatever they're called) per inspiration, so that particular digsite will go a bit faster.
Just top of my head suggestion, I don't know how hard it would be to implement.
One harmless error won't cause CTD - check major mods.
[19:59:44][effect_impl.cpp:20401]: Error in create_message effect file: events/sls_events.txt line: 3400, target scope is invalid
I'm sure it's due to one of the dozens of other mods I have running. But I'm not seeing any of my scientists that are surveying getting the "survey corps" trait.
coz at 5 lvl they have not enough time to get traits
Survey Corps are policies now and Nullified events have been removed.
"{Scientist Name} have a major trouble about their Survey Corps.
They leaded research projects for a while, than, for a instant, a flash of light surrounded them, teleporting them into {Science Ship Name} for survey missions.
We need to wait a year for them to recover from the some-soft-of-magical-teleporter-for-leader-technology side-effects or whatsoever."
Rewriting it should have it say:
"{Scientist Name} experienced a troubling incident with their Survey Corps.
While leading a research project suddenly a flash of light surrounded them, teleporting them to a random room inside the {Science Ship Name}.
Due to the effects of the teleport, {Scientist Name} will need to recover for a year."