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Russian Translation
To qualify, the child has to be the sole survivor of their colony when they turn 13.
Did you actually get that backstory? I've never met the requirements!
<ZCB.ZCBackstoryDef>
<defName>ZCB_SoleSurvivor</defName>
<title>sole suvivor</title>
<titleShort>suvivor</titleShort>
Can you link the mod you're asking for compatibility for?
Respectfully, I don't agree with your vision that a society that has advanced from Tribal and is still very anima centric with tribal and totemist ideological features magically doesn't include natural meditation anymore once the kids turn 13. The default child backstory upon birth still gives the natural meditation type, so its very awkward that it disappears once they are finally old enough to actually use the anima tree. The colony is still considered Wild Men, my pawns are still tribesmen, my children are still given the options to either enslave, or "remain tribesmen", so I think hooking the faction/ideology is more effective than using the current tech level.
Can you link the mod? I'm using one called Stepping Stones right now and it doesn't change my factions tech level at any point, yours must be different. I'll have to see what they're doing to determine if the kids are born with natural meditation focus / if there's any way to check what tech level you started at. But as of right now, it's intended behaviour that a settlement that is no longer tribal would no longer get tribal backstories.
How often are your tribal children not getting the natural meditation focus? I may need to recalibrate.
Do you have the debug log from when the kid turned 13? This should list all backstories the kid was eligible for, along with some extra info that can help me develop new backstories.
1. Backstory requirements now scale with child aging rate. This will use your child age rate setting when the child turns 13; you could cheese it by turning up the aging rate right before their birthday, making them qualify for more advanced backstories.
2. Fix for incorrect trait filters for spectrum traits (eg a "Pretty" child getting a backstory intended for an "Ugly" child)
3. Improved logging: The log when a child becomes an adult will now include a list of all backstories they qualified for
When I started making this mod, I did intend to include adult backstories, but there was a problem I couldn't fix. I don't remember what the problem was, just that every attempt errored out. It might be something to revisit at some point.
If I do, it won't be soon - I'm still working on 1.6/Odyssey updates for other mods, and have a few other things I want to implement in this mod first (like scaling backstory requirements with child growth speed)
Scaling backstory criteria to growth rate is on the to do list!
It's probably worth figuring out either how to track certain actions like that as "records", or how to read the actions when assigning a story. Then I could use things like # of trades (or maybe total trade value?) to assign a backstory.
I'll stick this on the to-do list but it won't be fast, I'm still cleaning up 1.6 updates on some of my other mods
I can hardly "stimulate" them more without cutting into their Learning Need bar, and I didn't think this mod was a "Choose one : a backstory, or passions+traits" kind of deal.
I mean these little scoundrels shot werewolves to death from a tank during a bloodmoon and then hunted bisons with sniper rifles. I respectfully call ♥♥♥♥♥♥♥♥ on "Sheltered".