Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
As for moving it into a vanilla special class, that is possible - but it requires overriding a base game file. Only one mod at a time can override a particular file, so most species packs (like this one) add a new species class instead of editing the built-in ones. The code changes are really simple: copy the species class you want to override (such as as AQUATIC) into its own file in a mod, then add "sharkanian" to the portraits section. Last caveat - make sure your new file starts with "02_" so that it will load after the game's file and cause an overwrite.
It uses the "default" advisor based on its ethics - you can add the line "advisor_voice_type = l_aqu_vir" or just change it in-game - if you didn't know, you can change your advisor at any time by clicking on your county's logo in the top left and going to the "Advisor" tab.