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报告翻译问题






Try and fix the thralls, and make the faction visible.
I really, really like the idea behind it.
Why did you remove the 1.4 version when you updated to 1.5?
Insted of adding 10% psy sensitivity is multiplies x10% so it lowers your psysens 10 times
Tendrils gene dividing psychic sensitivity instead of adding to it
-> Fix with Character Editor. In the add gene window; arrows near the bottom; find the stat, remove it, then add a psychic sensitivity stat.
Xithids and Ghouls both being unable to infect others into joining their xenotype, because their genes are germline rather than xenogenes
-> Fix with Xenotype Exporter Tool, using the patch button. You can either use a gene that allows germline infection (from VFE Lycanthrope) or unclick "genes are heritable" then do the patch, so when they spawn in-game they'll be xithids and ghouls by xenogene not endogene, and be able to use their gene infectors.
You can change their genes any way you want, including any other personalisation you'd like. I make ghouls ascetic and not need recreation, and xithids capable of turning people into ghouls (outland - genetics).
Enjoy!
The tendrils gene is more of a penalty than a bonus being a % multiplier it reduces instead of increasing, so these settlers are very, very bad spykers
Would you be willing to humor me on one thing? When you do fix it, could you post a comment here, so I know without having to double-check in game (:
Thanks!
also, thanks @Gerwoatle, @Smith589, and @Bean
p.s. @Bean, any more "of the rim" mods planned? If so, any new traits to one day look forward to? (Note, "planned" means "I have an idea for one, might take 50 years", not "I am working on it")
something like this <PsychicSensitivity>1.1</PsychicSensitivity>
At least this can be used as temporary replacement for flat addition.
Also the bestest Orcs
https://practicalguidetoevil.wordpress.com/
Half the size of Orcs
Amazing teamwork,
to smart for their own good,
nightvision // undergrounders
the things that go BOOM in the night.
Great friends of Maxim 1; 24 and 31.
Maxim 1 being : Pillage, then burn.
{链接已删除}https://schlockmercenary.fandom.com/wiki/The_Seventy_Maxims_of_Maximally_Effective_Mercenaries