Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский)
Español - Latinoamérica (латиноам. испанский)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский)
Português-Brasil (бразильский португальский)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
No, these traits will not affect empire directly unlike civics or some other trait mods, only affect POPs' attributes as vanilla traits do.
Mechanical Organism
As machines have base habitability 200%, <Mechanical Organism> makes that as 60%.
The vanilla traits got ids like: trait_robot_mecanical_organsim or trait_mecanical_organism, but these don't work.
The trait IDs are following some simple rule. I'll give you some examples.
1. traits for bio species (trait_td_<trait name>)
e.g.) Multi-hiveminded: trait_td_multi_hiveminded
e.g.) Great Excuses: trait_td_great_excuses
2. traits for lithoids only (trait_td_lith_<trait name>)
e.g.) Meteor Strike: trait_td_lith_meteor_strike
3. robotic traits (trait_td_rbot_<trait name>)
e.g.) Laser Blasters: trait_td_rbot_laser_blasters
Note that some bio traits have alternative version of the trait for lithoids. For instance, <Gigantic> is separated as trait_td_gigantic and trait_td_lith_gigantic. If the trait affect [food output, food consumption, pop growth speed, leader lifespan], I'm pretty sure they have an alternative.
So, for <Mechanical Organism>, 'trait_td_rbot_mechanical_organism' will be its ID.
EDIT: fleeting (vanilla) is indeed excluded, but Hemophilia isn't,