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
Does the way it works in the update you pushed today cause it to not work with custom factions? Because I liked that aspect too.
And I dunno why, but it seems to select these backstories for pawn generation far more frequently than I'd expect from a random selection. I was getting morph after morph. It was making Pawnmorpher content rather overwhelming and central rather than the additional side flavor I'd wanted out of it.
I do like these backstories (one of my favorite colonists in my current playthrough is a Chaocow Herder) but I think on my next playthrough I'm going to proceed without this mod. Unless you have a way to reduce/prevent the backstories' usage by the random generator?
You might want to add Pawnmorpher as a dependency, someone that hasn't seen the mod might think that this adds all the effects of it in vanilla.