Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3505475492
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2966912224&searchtext=
IT LIVES!
Now, they use "set_pre_ftl_age" effect.
common\scripted_effects\leng_scripted_effects.txt
last_created_country = {
set_graphical_culture = preindustrial_01
set_country_flag = stone_age
set_pre_ftl_age = stone_age
#set_primitive_age = stone_age It doesn't work anymore. Use set_pre_ftl_age now. Just delete it.
}
It maybe works now.
But if anyone cannot wait and/or is able to modding then feel free to get a hand on. I'd have no problem with that.
No problem when the planet is already colonized.
bad news regarding the sector issue: i couldn't replicate that bug, yet and i didn't find any hints in my code + error.log what is causing it. maybe it's a mod conflict? idk, but mod conflict whould be weired either, since i don't do anything with sectors. another theory, it is the vanilla sector management itself which recalcs the sectors because of loosing a colonised workd? idk.
decisions and pre-sapient only is a mod conflict, the decisions work just fine for me. even with Planetary Diversity, Gigas and ACOT/AoT
As an effect to decisions and after a reload game also.
@amkedziera You're welcome :)
For the dialog options you need to add the localisation to the yml files, too. But you could put a new file for this, too.
BTW, I wish we could dynamically create events and options, then I could have implemented some stuff so that others don't have to overwrite my files. PDX however doesnt like the idea and rejected it :(
If I were to do as Barmy was asking about in June, adding new species classes to the events, which files should I edit? I see I would need to add a few lines in leng_project_events, but that's the only obvious one I can spy by looking through the files.
Thanks!
@Mizati thanks for the report.
What happened was I made a test copy of SE to see if I could make SE work with species classes from other mods (to avoid having to add the portraits from those classes to the base classes, which becomes a pain when you have multiple species mods), and saved it as just Species Engineering. Even though they were never loaded together, the SE in my mod folder somehow interfered with the workshop SE.
Once I deleted my test SE, the real SE was working again.