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https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1439552459
Is Dean still not in the game? I saw from your comments that the game has been updated, so has Dean been readded? I really hope so...
Toecan - what exactly was in your mod?
If I know what was in the mod, I may be able to help fix it and get it up and running again.
(I suspect that the breaking of your mod has more to do with the added class than anything else. Having just cracked that cookie, am I looking to help others that may have run into similar issues).
Looking forward to hearing back from you.
Until that time...
config.presetsurvivorchance=0.1
Sadly it looks like this parameters is not existing anymore and there is no documentation about it - so I could not fix it by guessing....
Believe me I feel really sad by myself, since I have spent many days to create all those mods. But there are still no debugging tools available to fix them and the Mod API changes are almost all not compatible with the old ones... It would take me weeks now to completly write them new....
So I am a bit said to say, but for the moment you should not activate this mod.
where is crowley?
where is bobby singer?
http://judgment.wikia.com/wiki/Modding_Guide
It is good prepared for modders by the devs (you don't need developer skills or something like this) - don't know why there are so few mods.
Most of the mods took me less than 10 minutes to create them (at least for the balancing mods) and 20 minutes to make a preview picture for them in steam
HF!
"Show me more Heroes"
(increased Chance to get Unique Survivors) - hopefully it is still not too high... dont know if they are really "unique"
And the chance to get one of this 2 is 1% or less per rescue mission. Even if I did the mod - I never got Dean or Sam (Micchone only).
Should I create a mod to increase the chance to get Preset Survivors in general? But I would change the chance to get Sam our Dean in particular. But I could increase the chance by 3 times to get any unique survivor or something like that - but they are special and quite strong so I feel like it makes them less notably.
If you install other addons like my Ninja Mod or Funfair Professions, this would add some more points to the base value and therefor reduce the chance to get the professions and unique survivors a bit.
So if you would have this mods installed, the base value of 5.2 would change:
Ninja Profession Generate Values: 0.3
Funfair Professions Generate Values (6 of them): 0.3 + 0.3 + 0.3 + 0.3 + 0.3 + 0.3
This means: 5.2 + 0.3 + 0.3 + 0.3 + 0.3 + 0.3 + 0.3 + 0.3 = 7.3
Substitute the 5.2 with 7.3 in the calculations above and you get the new chances (i.e.):
Chance for an Engineer/ Fighter= 100 / 7.3 * 1 = 13.7% (for each) (19.2 before)
Chance for an a FunFair Profession / Ninja = 100 / 7.3 * 0.3 = 4.1% (for each)
Chance for an a Unique Survivor= 100 / 7.3 * 0.3 = 4.1% for any of them or 0.58% (4.1% / (5 + 1 (Dean) + 1 (Michael)= 0.58%) for a spefic one
....
I am not the developer of the game - but I think this is correct.
Using the rule of 3 you can now calculate all chances i.e.:
Chance for a Priest/Occultist = 100 / 5.2 * 0.8 = 15.4% (for each)
Chance for an Engineer/ Fighter = 100 / 5.2 * 1 = 19.2% (for each)
Chance for a Survivalist = 100 / 5.2 * 1.2 = 23 %%
Chance for a Demonhunter = 100 / 5.2 * 0.1 = 1.9 %%
Chance for an Unique Survivor= 100 / 5.2 * 0.3 = 5.8% (to get one of 6)
This would mean on each rescue mission you would have a chance of 5.8% to get any unique survivor or 1% to get any specific one (I had 1 in 21 rescue missions - so luck is helpful)
Each unique vanilla survivors (there a 5 of them) has a standard generate change of 1 - Dean has the same.
Survivors with other Professions have different values.
Priest=0.8
Engineer=1
Fighter=1
Occultist=0.8
Survivalist=1.2
There is no 100% clear mod documentation about this values (and if profession and unique survivor generate rates really count together), but this values have to be seen in relativity. So for my understanding this values could be calculate in this way to get a generate rate in %:
Basic Profession Generate Values: 0.8 + 1 + 1 + 0.8 + 1.2 = 4.8
Demonhunter Profession Generate Values: 0.1 (professions.entity.demonhunter.generatechance=0.1)
Unique Survivor (Preset) Generate Value: 0.3 (Parameter: config.presetsurvivorchance=0.03)
And they all have a similar chance to get generated.
This means all values together are: 4.8 + 0.1 + 0.3 = 5.2 (with no other profession mods installed)
Sadly this configuration is based on a list (actiongroups.entity.rituals.bonusprofessions=occultist,priest,demonhunter) and could provide conflicts later with other mods. Other Parameters could be set multiple times to add new properties to a profession, skill or whatever. But here the developers only check on configuration.
So if I define: actiongroups.entity.rituals.bonusprofessions=demonhunter
the Occultist and Priest would lose there Bonus XP Skills. Therefor I just added the demonhunter - but if I would do the same for one of my other mods, like "Fun Fair Professions" one of the mod settings for Bonus XP will not work. Nevertheless - my settings are done in a way that will not effect the vanilla professions.
I hope the developers will fix this and align the config behaviour with the other ones.
Sam was already implemented - dont know why the devs did not add Dean. There is also Buffy, John (Constantine), the Doctor (Who), Michonne (TWD) implemented in the original game. Perhaps I will later add some more unique characters with another mod, like Hänsel&Gretel (Witchhunters), Blade, Darryl (TWD), Rick (TWD), Bobby (Supernatural), etc.
I will upload a quickly created icon - I hope it works. Please close the game, update the workshop mod and restart your game. Dean and other demonhunters should have an icon now.
Demonhunter is a profession with a unique skill tree - Slayer (like Buffy) is a basic skillset that also Dean gets.
well i got Dean and he is like Buffy(another killer but a fighter) :p