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https://gist.github.com/HugsLibRecordKeeper/8039d42c3466b5784035ed0ec87b892a
Also, there's a warning if only this mod is active, can you fix?
Tried to use an uninitialized DefOf of type StatDefOf. DefOfs are initialized right after all defs all loaded. Uninitialized DefOfs will return only nulls. (hint: don't use DefOfs as default field values in Defs, try to resolve them in ResolveReferences() instead)
Some suggestions for additional trait bullets:
- bullet explode on web (stun)
- Buellet become ice spike (slow)
- Buellet explode on pahyayc weave that make pawn in a little area go berserk (5 sec)
I am assuming disruptor bullets are themed after disruptor flares. It might be fun to have them light up the targets with a small glow. This would be more effective on anomaly stuff, as its frequently fought in dark / dim environments, but would provide accuracy bonuses for all your pawns in any nighttime gunfight. A far more niche effect might be healing reduction. Fleshbeasts, ghouls, revenants, the unnatural corpse, and cultists frequently have a massive regeneration rate.
Other suggestions:
Sawn-off: allows a shotgun to be fired in melee range
Flechette rounds: significantly higher chance to cause bleeding wounds, chance for 'cleave' across several body parts
Bipod: Accuracy, burst shot count, or miss radius reduction. Increased ranged cooldown time (needing to pack up the bipod to move)
Cluster Munitions: Grenades throw 0-2 additional projectiles, sort of like the guns in VEW: Makeshift
The only one that feels a bit odd is the crownbreaker's bullets, it feels kind of random or nonsensical, like do the bullets psychically read the political beliefs of the target, so that it affects an empire cataphract but not a derserter in the same armor?
Some ideas for replacements, if you are interested:
Apply a hedif that reduces enemy armor or that reduces armor durability. Empire soldiers are the most heavily armored so it would be more effective against them than other enemy types.
An effect targeting psychically sensitive pawns. it could be something basic like a damage modifier dependent on psy sensitivity, adding neural heat on hit, or a small chance to stun that is increased / decreased by psychic sensitivity.
Updated the mod. Go auto-headshot some tribals.
Slug Shells: cool.
Firefoam launcher: sure.
Anti-Empire Bullets: I dig it. I can even make it check for the presence of the acidifier hediff and do a visual effect.
Disruptor Bullets: same, I can do an effecter as well.
Slug shells
(Shotgun):
This weapon fires shells containing slugs. It has extended range and is more accurate at long range, but less accurate at close range.
Ranged Armor Penetration Multiplier: +0.1
Range Multiplier: +0.1
Accuracy (Touch): x0.9
Accuracy (Short): x0.95
Accuracy (Medium): x1.1
Accuracy (Long): x1.25
Market value: +10 Silver
Firefoam launcher
This weapon has a pressurized firefoam unit. The extinguisher generates a blast of firefoam from a high-pressure charge. Once used, it must be reloaded using steel/chemfuel/neutroamine/whatever else.
Flavortext:
Anti-Empire Bullets:
Fires a special bullet that shortly activate the integrated Acidifiers, activated or not, of the Empire, which deal extra damage against soldiers from the Empire.
Anti-Entity Bullets (Disruptor Bullets):
Special bullets with a tiny capsule of bioferrite, that ignites on impact, creating a short bright flash and a short local psychic disruption, which deals extra damage against entities.