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
- If you do not have a Mousekin colonist, the Mousekin Tech research tab will be empty.
- When you first recruit a Mousekin colonist, you need to wait at least 2~4 in-game hours before the Mousekin Tech research projects appear, because it takes time for the HAR framework itself to recognize that you've added a new race to your faction, before it unlocks race-restricted content.
What other alien race mods do you play with?
If you're looking for more intelligent Mousekin to recruit, you may have better luck with the rare outlander Mousekin who may occasionally show up in trade caravans from the human civil outlander union faction.
That being said, the Mousekin tech tree is strictly medieval tech; since you're already starting out with a gravship, why would you need to research medieval technologies?
To start off, are you playing one of the Mousekin scenarios, or a vanilla one (e.g. Crashlanded)?
Thank you for answering then <3 I love the Mousekin! (Guess I need to kidnap myself a mousekin researcher somewhere lol)
Maybe it would be possible to only have those research options activated, when you also have mousekin in your colony?
i think MO has too much stuff in it. This mod here appears to offer a better kit,