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报告翻译问题






1. On birth the child stats depend on the parents stats in percent of the max possible stats. In case of this mod it is around 0,002%.
2. maybe the mechanic for inheritance falls back on the old max stats (100 per skill) and multiplys these with the 0,002%
i wrote a small effect on birth wich gives the child at least some random stats:
File can be added in the steam library folder:
... \steamapps\workshop\content\1158310\3488036947\common\on_action
File Name (for example): keybee_on_birth.txt
File content:
on_birth_child = {
on_actions = {
keybee_on_birth
}
}
keybee_on_birth = {
trigger = {
exists = scope:child
}
effect = {
add_diplomacy_skill = { 0 10 }
add_stewardship_skill = { 0 10 }
add_martial_skill = { 0 10 }
add_intrigue_skill = { 0 10 }
add_learning_skill = { 0 10 }
add_prowess_skill = { 0 5 }
}
}
maybe it'll do the trick
New characters are with ok skills now
I see u did an update, did it fix the bug with 0 skill of newly generated characters?
From observation, the 0 stats problem seems more to do with education than initial generation. Even though I had a great tutor and gave them each a great mentor, every kid barely gained any base stats while this mod was on. Once removed, kids still in education saw their stats start rising.
Die Eigenschaftspunkte können in der Datei "defines" abgeändert werden, sie sind dort auf 100 begrenzt. Ändert man diesen Wert entsprechend, hat man wie hier diese 400er Grenze. Man sollte aber immer wissen, was man in diesen Dateien ändert.
The property points can be changed in the "defines" file, where they are limited to 100. If you change this value accordingly, you have this 400 limit, as here. However, you should always know what you are changing in these files.
In the designer you can use save/edit character trick to add 100500 disloyal traits fro infinit points.
I miss the hundreds of Combat Skill I could get in CK2.