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






With the changes, if you play a setup like i do, the 200 % step will have a 66% chance for a positive sitrep. The 225 % step has a 75% chance for a positive sitrep. Max Infiltration will remain at always being a positive sitrep, while the first two steps may very likely be not what you want
It can happen that a specific Sitrep appears in multiple Infiltration Step. You can imagine that it's a "no Sitrep" Step in that case
please tell me if anything is not working
btw it seems the game still try to pick some sitreps even if u dont have the mod which has it(missing description), same with perks for chosen(blank perk) with your other mod
For example this setting should mean the marauders are only available as a sitrep if the map is a wilderness plottype:
[MarauderIncursion X2SitRepTemplate]
+ExcludePlotTypes="Abandoned"
+ExcludePlotTypes="CityCenter"
+ExcludePlotTypes="Facility"
+ExcludePlotTypes="Rooftops"
+ExcludePlotTypes="Tunnels_Sewer"
+ExcludePlotTypes="Tunnels_Subway"
+ExcludePlotTypes="Shanty"
;+ExcludePlotTypes="Wilderness"
+ExcludePlotTypes="SmallTown"
+ExcludePlotTypes="Slums"
+ExcludePlotTypes="Stronghold"
still better make a save before activating