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报告翻译问题
But I made a new one :)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3248524559
It was easier to start from scratch after Machine age came
Not everything is added yet and probably wont be. I will try Machine age first and see if there are any more thats missing
Sorry for the long time away, been doing other hobby projects and took time off modding
Okay, hope you enjoy the new one
There really should be a path for Empires that just want to buff their robots and not turn into them lol
Sorry for the delay
Small reqork was needed on the Civic and Leader traits
Also corrected the energy upkeep for cyber traits
```
upkeep = {
trigger = {
has_trait = trait_cyborg_efficient_processors
}
energy = @cyborg_energy_upkeep
}
```
One for each of the Vanilla cyber traits. I don't see anything like this for the traits you've added, so not sure the upkeep is being added for them...?
Note that it now alters one of the original files and may be incompaible with some other mods
The file is the Traditionalist faction
@akito0158, thanks for the input. Has can_remove_beneficial_genetic_traits replaced the old one? And also, I removed the speciec traits from this mod after Cybernetic ascension was implemented in the base game. Can it be that your cya file set is not updated?
species_possible_remove = {
can_remove_beneficial_traits = yes
}
It won't work now.
You should use it now. ↓
species_possible_remove = {
can_remove_beneficial_genetic_traits = yes
}
Or you may able to do it→ just remove "04_species_traits" file. I think "cya~~" files are read after "04~~" files, so I think it'll work.
@Noxara: yeah,its because I dont play hive minds or assimilators :) . But if you have suggestions I might add them.
@Armitage Shanks, all of the added techs should appear if you add this mod to an existing game
Unfortunately it will break your save games since the Perk is now removed
Some feedback:
The new leader traits are cool, but don't seem to show up often. Maybe implementing a event that gives a leader a chance to get one when they level up? Like Psionic does?
Might need more access to more trait points by endgame, as because you can't remove positive traits some species builds can be locked into no being able to fully use the cyber traits. especially with the AI's often baffling choices. Alternatively maybe a free "improved" or additional cybernetic trait? The second option might be better thinking about it.
Thanks for the feedback.
I agree that the first traits could include something more than today, I will try to think of some fancy new cyberware and add it as soon as possible.
Also like your suggestion for removable traits and did some quick research. It seems to be the advanced_trait property that gives this option but I have to do some thinking how to implement without opening the Bio traits as well.
The access to 4 modding points, 2 genetic, and 2 cyber is the most beneficial part so far. I stripped away Unruly and Deviant, and added the cyber arms... :)