Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Trung giản thể)
繁體中文 (Trung phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bulgaria)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraina)
Báo cáo lỗi dịch thuật








edit when you see that the stats are changed and race save the pawn and delete and load and eventually you will get the bass-liner race back
3.1 By that I mean the active abilities stay with the pawn, but I can't check passives, as the xenotype is considered 'Baseline'. But increased healing seems to work.
4. Augmentations don't save with the character.
Then again, if you restart every 2 hours, then yeah, it is a bit troublesome spending half an hour in the prepare menu setting the backgrounds/traits/etc for each pawn and then selecting items to start with. Also, lack of mechanoids in item tab is a bit annoying, but you can just start with a research necessary to produce the mechs via scenario editor.
I thought, it might me modded parts of colonist that causes troubles (eg. modded body parts, apparel) therefore, I've created new colonist in prep. Carefully 1.3, saved him, but still failed to load him in 1.4 EDB. What can cause that?
I've checked the code of a character, seems perfectly fine