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









at WorldNames.Kernel_Names.onTurnStart (Assets.Code.Map map) [0x00001] in <4190aa0bd7ee4922a94fd8014279cab0>:0
at Assets.Code.Map.turnTick () [0x00382] in <067a2752cc9d4478875d589c5ec71a6c>:0
at Assets.Code.World.startup (Assets.Code.GameOptions opts) [0x00749] in <067a2752cc9d4478875d589c5ec71a6c>:0
at Assets.Code.PopupXBoxGodSelectMsg.onClick () [0x00093] in <067a2752cc9d4478875d589c5ec71a6c>:0
at Assets.Code.PopupXScroll.bCancel () [0x00012] in <067a2752cc9d4478875d589c5ec71a6c>:0
Null pointer was thrown during tutorial (1st tutorial). Did not appear during main game normal start up.
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.Generic.List`1[T].get_Item (System.Int32 index) [0x00009] in <6073cf49ed704e958b8a66d540dea948>:0
at WorldNames.Kernel_Names.onTurnStart (Assets.Code.Map map) [0x0002b] in <4c8d8747c3f14b0dbf85404f72a17785>:0
at Assets.Code.Map.turnTick () [0x00382] in <9a5a99be31474a10ab5a4f72ac2f88ac>:0
at Assets.Code.World.startup (Assets.Code.GameOptions opts) [0x003c4] in <9a5a99be31474a10ab5a4f72ac2f88ac>:0
at Assets.Code.PopupGameOptions.startGame () [0x0001f] in <9a5a99be31474a10ab5a4f72ac2f88ac>:0
at UnityEngine.Events.InvokableCall.Invoke () [0x00010] in <b18ae20108aa49ccb481b7d86c1fcbd2>:0
...
Person.getPortrait works by checking the person's society, checking if it has a unique portrait list, pulling something from it if so, and pulling something from the species' portrait list if not. Basing it on the original portrait actually solves a lot of the problems now that you mention it, but a Person doesn't actually have an "original society" property to store it in. I suppose the cleanest method would be to store a list of each person's starting cultures in the mod's core, then using a special overriding library to change Person.getPortrait to something else entirely, which is actually totally feasible.
I'm still not doing it for this mod, though, for reasons I hope will become clear in the coming months.
I might be just saying nonsense, no idea how this works behind the scenes. But if such thing is possible, it would be pretty good at having each society look more distinct.
Even once that's overcome (which I might be doing anyway for an unrelated mod), there's a risk of messing things up if the heroes change societies. I think I'd need to either make society changes impossible (which poses compatibility risks with other mods) or give each of them their own portrait list of the same length with portraits in the same spot for each society having the same skin/hair/eye colours (which would also conflict with any base game portrait mods).