安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








Thats odd but I will admit I have tested the Precursor version more than the other as the version I was personally planning on using. In the next update when I get a chance to work on it some more I was also going to add a Gestalt option set with some different flavor and traits to go with them, so I will look at that when making the other origin variants.
the lack of icons for the precursor traits means they take the icons from elsewhere, got one of them dressed up as the bulky trait for machines
*Dear lord I forgot the trait icons* well that will definitely be the first fix then. Absolutely silly mistake.
To help avoid a shared identity with another mod that was discovered, the trait ids were renamed.
Try using the add_trait_species command with the following ids for the (I presume) origin Precursor traits:
trait_elidien_apogenum
trait_elidien_united
trait_elidien_deep_empathy
trait_elidien_ethereal
trait_elidien_mythic_artificers
add_trait_species 0 trait_elidien_apogenum
(The 0 is your species ID, usually 0 for player species)