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报告翻译问题






next up will be slingshot (very easy), dragons (easy)
thinking but dont expect an eta:
creed has special factions and would be a painful overwrite
Medium to low difficulty i think, but im distracted / clone army pissed me off a bit so im avoiding working on this for 2-3 weeks.
# New
Clone Army
# Changes
Added the new blockers that vanilla dded to Resource Consolidation to the origin.
Set Edict lockout to be half a year instead of a month.
I'd like to get around to necrophage and under one rule, its just a matter of figuring out the way with the least amount of overrides.
# New
Starlit citadel
# Fixes
Fixed another Synthetic Fertility bug
Cleaned up code in the backend
effect set_country_flag = synthetics_traditions_unlocked
@WhatTheForecast: That one ain't too bad, I'll do that on the weekend at the latest.
Thanks in advance.
https://github.com/Xahkarias/XHK_Decision_Origins/blob/b7f6dc43c20d1e59bc3749a4c3bfee5de361cc1d/events/!!!!!_xhk_toxoid_event_override.txt
Delete the other toxoid event in the file you have and use this one
# Changes
Made Knights Decision create a habitat like the vanilla origin.
Fixed the synthetic fertility situation not progressing after 1 month (thanks @Heir to Oblivion)
For reference, I ran into this when taking Mind Wardens as my primary origin, and synthetic fertility as my only decision origin. When I checked, the remaining_synth_fert_pops variable after triggering the edit, I did see it matched my starting population. It just did not seem to be increased with the +900 starting pops that synthetic fertility provides.
If I have some time, I might dig into the events and see if I can pinpoint it.
As a heads up, I ran into an issue with the synthetic fertility decision where the situation was locked at -1 progress after the first monthly tick. I was able to fix this locally by setting the remaining_synth_fert_pops variable to 5700 (4800 + 900) prior to that tick in a test save.
I'm not sure if this is a mod conflict or what. But I hope this helps anyone else that runs into the same issue.
1)Player only
2) Im 99% sure that there would be no issues, the only possible problem is if you kill the toxic god they may not get the right events for it (knights getting depressed etc)
Also second related question: if you have an AI empire force spawn with Nights of the Toxic God as their origin, and then you start (but your origin is not Knights) and you enable Nights of the Toxic God, will that create a conflict at all?
# New Stuff
Added Teachers of the Shroud (Shroudwalker Apprentice)
# New Styff
Added Riftworld
Added Synthetic Fertility
# Bugfix
Removed the ability to take some decision origins with the actual origin
Changed the Order's Hall zone icon to match the habitat version