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










The new patch would be
<Patch>
<Operation Class="PatchOperationRemove">
<xpath>/Defs/PreceptDef[defName="IdeoRole_MeleeSpecialist"]/roleDisabledWorkTags/li[text()="Hunting"]</xpath>
</Operation>
</Patch>
The patch for enabling only hunting and shooting (you need shooting to be able to hunt) for melee specialists leaving all other restrictions would look like this:
<Patch>
<Operation Class="PatchOperationRemove">
<xpath>/Defs/PreceptDef[defName="IdeoRole_MeleeSpecialist"]/roleDisabledWorkTags/li[text()="Hunting" or text()="Shooting"]</xpath>
</Operation>
</Patch>
To enable only fishing and keep hunting and shooting disabled, fishing would have to be separated from hunting by creating a separate work type for it.. If you want to see how to do this yourself you could look into my other mod "Capable Slaves plus Warden" , where I created a new worktype for supressing slaves.