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
maybe something like out book "All Tomorrow's" or some futuristic species-?
But thx for sharing though
@Dsingis - ooh thanks for the link, I will have a look.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2777130281
This mod seems to either circumvent that issue or fix it in another way. Maybe that's something you want to integrate into your mod? I've tested this and it works, the robots simply auto-migrate like any other free POP does.
I recommend to assimilate your old synths into ascended synths anyways.
I was not aware that vanilla bugged that way - your primary species should be able to be set with no migration controls. I may investigate and see if its a simple fix that I can roll into this mod, but am quite busy at the moment.
I just ascended in this play through so maybe I will bust a transit hub and see if I still have the same issues.
Either way, thanks for the quick response!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2637293121
They do it in a slightly different way, but gets the same effect - adding assimilation for non assimilating empires would be hecka scary and error prone - the assimilation code is terrifying - I am getting to work around the edges by just allowing a few extra cases in the normal flow, adding a whole new case would have too much potential to go horribly wrong, so I can totally see why they have gone the route of an edict that triggers a manual event.