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Or would you say, it also still misses in heavier scenes, where your character is under pressure?
In my testing, threats and begging were considered roll-worthy, so I hope that might translate well to other causes, but I am sure, somehow somwhere I have opened up new strange cases with this.
"Speaking a simple, improvised lie is a basic verbal action with no inherent difficulty or resistance."
"Drawing with an available tool on a reachable surface requires no special skill or effort."
I can literally put in brackets `(this is a lie)` and it'll say it's trivial instead of rolling for deception or whatever. I decided to draw for fun and it didn't roll for art skills or anything, which I feel is a missed opportunity for a skill that'd be rarely used otherwise. It'll also roll persuasion for me telling someone something, but not for me literally pleading.
Is this just me?
But if that is a problem with some models, I will see to address it. Honestly, might just take that option out? I have lived well without it, and it seems only like an invitation for the AI to be stubborn about something rather than leading to anything substantial.
"I try to think of a game to play" -> Action blocked: What kind of game do you have in mind?
"I try to think of a plan" -> Action blocked: What is your plan?
"I try to come up with a way to cheer them up" -> Action blocked: Specify how you try to cheer them up.
Dumb stuff like that. I feel like it's not unreasonable to try to think and have the AI come up with ideas or plans, since it'd be dependant on your roll or what the AI decides anyway. And it gives more use to thinking skills/abilities if you can actually do these actions. Might be a model thing, let me know if you encounter the same
The target picking problem I know well from base game, true, I once was "exploring the ruin" and somehow that made the "dust wraith" the target of my action, very strange.
By the way, how do people like the current mix of trival/roll check? I feel, the AI for me is very reasonable to say, when a conversation is just small-talk, or when there is an uncertain reaction to be gauged. I very slightly increased the chance for rolling, I think, but this might vary from model to model.
Oh, and I now included "money, currency" into the list of things which are "not required items", which was previously missing, I think. It should deal well enough with common currencies ("Gold", "Credits", etc.) but if you use, say, seahshells, I assume the AI might struggle sometimes to see it as money.
Actually, I wonder if you have ever encountered the target picking problem I was having. Basically, the problem is the AI picking a totally random target if none are available that fit. It doesn't use the "Other" option. For example, I said I wanted to swat a fly that was buzzing around me, there was no fly NPC generated. The AI picked "Lieutenant" as the target of the action(???). Or I'm vague and it'll pick some random named NPC, presumably in the hopes of it being the right one. Tbh I wish we could include the most recent story turn for target picking
I am a bit unsure, is the mod still necessary? I believe, the developer has tweaked some of the problems already in the base version.