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报告翻译问题






I haven't yet merged Primitive Worlds stuff into that mod, aside from making random post-apocalyptic primitives a thing. I hope to eventually incorporate more but given how much more content primitive civilizations need now I won't necessarily get 'round to that anytime soon.
Your file naming
common\governments\civics\01_special_civics.txt
will overwrite game default file content to make fallen empire be shown as empty name and civic
should add a prefix to it for ex. vbp_01_special_civics.txt
Thanks
its more than likely on my end, are you aware of any mods that create compatibility issues ?
I will write them and send it to you
It's the difference between seeing "Colonists" and "primitive_colonist_plural" in game. Even if you don't speak English, the first one is probably better :)
It seems there are multiple typos in 3 files
0_mpo_hive_events.txt
0_mpo_machine_events.txt
0_mpo_primitive_events.txt
Instead "observation_outpost.owner" should be probably "observation_outpost_owner".
The '_' before 'owner' migth wrongly switched to a '.'
Thank you again for the quick response but it looks like I'm going to need to keep investigating.
That event isn't supposed to *fire* for playable countries but the error was in the script to *check* whether to fire the event.
[22:37:16][trigger_impl.cpp:1216]: Script Error: Invalid context switch [from] from Fangcor Prime [planet], file: events/prim_orig_events.txt line: 4659, Scope:
type=planet
id=5926
random={ 0 3289098698 }
random_allowed=yes
Which points to the planet event for setting a new lost colony primitive civilization. Is this supposed to be something that can start from a player civ or has something gone wrong?
I'm playing with Primitive World Adjustments and a moderately heavy mod list so it might be due to a conflict but I'm hoping you might know what the problem is. I can provide the save file and full modlist if you want. Otherwise is there a way that I can stop this even from firing so I can continue my current game?
Thank you for creating this mod, it's a really nice addition to the game and I enjoy the variety of primitives.
Also:
* Finally added Lost Colony primitives (new ones of which can spawn when other primitives enter space)
* Added an "on_primitives_enter_space" on_action
* Xenophile or Egalitarian Humans entering space will become the United Nations of Earth
Not adding Clone Soldiers for the time being because I'm trying to base the frequency of origins among primitives on their frequency among ranom playable countries, and the frequency of Clone Soldiers among random playable countries is for some reason 0.