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
No I havent yet it's basically all on a masssive list of feedback across my mods that I'll be getting to down the line, but I have some other big YT projects happening at the moment unrelated to Stellaris which have meant I'm stalled for now. Sorry about that but I will be back to it!
I haven't coded Stellaris before but looking at the scripts I'm thinking is there any way we can change the default district_set in eg wp_nw_planet_classes_wet.txt for one of the planet sub-classes and see what happens? Maybe make a unique district_set that has eg 3 mining and 3 farming districts, apply it to a specific sub-class, and see if the new sub-class planets have those districts when we choose that sub-class as our homeworld?
Or, more promisingly, maybe we can add a script in wp_nw_scripted_effects.txt to ensure any additional planets with the same sub-class as the homeworld have the default number of mining/farming districts? I think really the solution would be in this file.
Interesting! Thanks for the looking and if you have any code advice please I'd love to hear it!