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Fordítási probléma jelentése
Outcome:
As far as I can tell, the dismiss accept button fires a kill_leader effect, and there is no way to set a flag before the leader death occurs. So until that part of the UI is opened up for modding, the workaround for Dismissal is:
- 1. Dismiss Unwanted Leader
- 2. Select the option to forget the leader in the Leader Death Dialog.
Related: I have set up flags for pool leaders to not fire the event, so you can still Hire and Fire to your heart's content. Also, though they are now on drugs, arrested development, or corrupted, they had an impact on your empire, so you may still want to look at their stats before forgetting about them. I or someone else might also make a mechanic for dismissed leaders to show up in other empires, if that event is ever able to be modded.Outcome:
This is apparently a bug that existed in vanilla, got fixed, then reappeared. The starting ruler's pre_ruler_class was not set. I fixed it and copied the starting leader over to a governor after losing the election, so the Leader Death Dialog will not appear. *Unfortunately, there is no trigger for checking a leader's age, just setting and localization. I would have used a long series of if statements to set a variable, like I do with leader skill, to copy over the age value. Therefore, your leader's starting age as a governor is 28.
Outcome:
That event is part of the vanilla fallen_empire_tasks_events. I would be able to set a flag right before the kill_leader effect. Thematically, that wouldn't be a death event, since the leader is presumably still alive and working in the FE's better healthcare system. However, I am currently wary of overwriting any vanilla events, since the entire file needs to be overwritten including the change, instead of the single event you are modding. I would like the highest possible mod cross-compatibility, since the purpose of this mod is tracking the adventures of your leaders.
Same issue as above.
Outcome:
The options edict now has an exit option.
When I click it, it costs 90 influence.
But when I click "Maybe Not", it refunds me 100 influence.
Profit for clicking: 10 influence! Repeatable.
Outcome:
The edict no longer costs influence, and influence only deducts if you decide to honor a leader. Backing out does not refund any influence anymore.
My leader has "Charismatic", -10% influence cost. So likely you are subtracting from the cost but not following through with the same amount on the refund.
Outcome:
This is a quirk in how elections pick candidates combined with the workaround I created for saving leaders. Basically, an interim leader is created for the brief time you need to select your choice in the honor dialog, then is saved, then removed. An election is triggered because the original leader died and the candidates are picked at that exact moment, right after the on_leader_death event. So if you pick that leader again, it would be like selecting a ghost to rule for a day, then another leader is randomly picked. Until democratic election mechanics change, become moddable, or a better save system is created, I am not sure how to fix this.
Edit: it only appears to be megastructures added by mods that can't be added. Vanilla megastructures can be built just fine.