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










@JackalStorm
Yes
@Regged Veins
Not possible from what i know, and AI picking multiclass options is intended.
Not sure how viable/possible, but have you considered using a system similar to the extra skills/abilities from the ogre training camp to unlock multiclassing? That might be a way to avoid all randomly generated heroes taking multiclass options and/or limit multiclassing by imperium/ogre camp spawns.
Ah okay, no problem!
@Furin
It's of no problem, I don't care. Others have posted their exploits here, even.
Here is how it works: You recruit the class you want. It comes with an 'unwanted' multiclass. You suicide the hero into a near monster den/bandit camp. In the very same turn (that mook croaked) you shuffle until you get the class you want again. Recruit. The hero should be JUST the class and not multiclassed.
I think it is because the game needs at least one turn to multiclass a freshly created hero.
Hope it's okay to post it here, don't want to cause any trouble, just sharing the mechanic.
Hey, thanks for the response. I understand the technical limitations and also wanting to maintain the permanent multiclass status. I'm just saying, as a very nitpicky person who likes to customize every aspect of my heroes...the mod as it currently functions just doesn't work for me . No ill will, no raging against the machine, it just doesn't work the way that I would want it to. I do use a number of your other mods, still.