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Standalone Thousand Sons sub‑faction in the MIM WH40k set; adds culture, royal titles, custom start(s), armors/helmets/shoulder pads/powerpacks, screamer animals, Tzaangor xenotypes, and Thousand Sons walls/embrasures with slightly better stats and meditation focus. Requires Biotech for several features. One Helbrute armor set depends on VFE – Pirates. Required items include Harmony, MIM – WH40k Core, MIM – WH40k Weapons, and MIM Warhammer 40k Chaos Core.
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Signature mechanic: “Gas of Change.” Warpflame attacks leave a gas that can convert pawns, mechs, and animals into Tzaangor over time; one cure path currently ties to a Psycast (Royalty).
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The page shows headings for “Recommanded Mods / Optional Mods” but no entries yet.
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Recent change log: “CE: Fixed failed patch operation” on Sept 30 (so there’s an active CE compatibility layer).
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Plus, I can put more Rubricae by potentially limiting their spawning rate, but where is the fun if you only have three Rubirace as a starting characters that can do nothing but just standing?
Come to think of it, Astartes power armour is known to last for literally thousands of years. Some chapters and most Chaos warbands have wargear that's survived since the heresy, so having the same kind of "infinite durability" the General in the Deadlife mod hat has might be a good idea?
I have lots of Thousand Sons gene seed fragments and glitter medicine. I can upgrade the organ in my OG pawns. All research is complete.
There is no option to do anything with the gene seed on any other pawns.
I have tried with prisioners inc a baseliner. I have tried with newly joined colonists via quests and rituals.
And by fully leveled, do you mean it would set the geneseed to the max level of 19? I've slowly been accumulating gene seed fragments and was ticked off by the glitterworld medicine requirement lol (though this totally makes sense since it is by no means a simple procedure and adds to the challenge), but I've been liking the slow and steady grind towards building up each pawns geneseed level and having that jump right to the end via ritual would feel a little too easy.
And about the ritual in ideology, that's exactly same as leveling up the thousand sons' geneseed but magically. More specifically, if the pawn either has psychic sensitivity trait or psylink, they became fully leveled chaos sorcerer. If not, they became fully leveled rubricae.
When you say the Royalist NPC won't be spawned, will this affect the royal title ritual and the possibility to rank up with TS? I actually haven't gotten a quest that gives me rep with the TS faction so I wasn't sure if that was tied into the Royalist NPC.
What causes warp potential to progress? Is it just a set amount of time until it levels up or is it tied to meditation?
I saw some Ahriman Cure ideology ritual and I tried it out only to get a 'terrible ritual' result (RIP despite only 5% chance), but I was curious about the end goal of this ritual. Would it actually give the TS gene seed and rubricae/sorcerer gene flaw to the target or does it only act similarly to the conversion ritual and reduce their certainty if they have a different ideology?
Anyway I'm happy to hear that your issue has been solved.
I assumed Overloaded would keep reapplying but you are saying getting the Black Carapace just prevents Overloaded from being added and doesn't also remove it.
So i edited out Overloaded and it hasn't been reapplied immediately. Thanks for the help.