Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
https://steamproxy.net/sharedfiles/filedetails/?id=2796778215
It includes the fix to allow xenos to gain trait points mid-game.
Hey! I believe I've figured out the solution to the gene modding issue. In 00_xeno_archetype.txt you declare custom trait points and max trait values, then use those in the new archtype. The problem is those values are never updated anywhere else, and not hooked into the things which bump the number of points mid-game.
You could either hook into all the tech and perks that add points, or you could delete the custom variables and change the XENO archtype to add `inherit_trait_points_from = BIOLOGICAL`
The xenos start with the same values as biological anyways, so this seems like the easiest fix
If you'd like, I could take over managing this mod, with your permission of course.
Sooooo checked..updated to run just this mod...and Gene modding failed again :(
It was supposed to work fine the last time I updated it, if you have any problem let me know.
Since I no longer play Stellaris very often, I only update mods when a problem is reported
or if I have time.