安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
If however, you install another mod that does the same and that happens to place its species at the same spot then it'll cause conflicts, as the
portraits = {
"human"
"humanoid_02"
"humanoid_03"
"humanoid_04"
"humanoid_05"
"xevil"
would get overwritten by
portraits = {
"human"
"humanoid_02"
"humanoid_03"
"humanoid_04"
"humanoid_05"
"other race added by another mod"
or vice versa, depending on your loadorder.
A mod that does that for example would be the morjan humanoid mod, you'd have to decide which one you want and couldn't play with both.
And there is always a possibility that someone else makes a great looking humanoid mod and it would be a shame if people would be forced to decide on which one they want.
Putting this mod into its seperate phenotype however ensures that the only way to cause conflicts would be if someone releases a species mod with the exact same phenotype, which is far less likely.
As for the part of being playable by the AI, I know mods that add their own phenotype for their races like silfae's and still appear as AI empires, but I still have to figure out where the difference to my mod lies.
Their species_classes.txt is the same as mine (apart from the names and stuff) and the other txt files just define graphical things like bodytypes, hairs and clothing for different jobs. :/