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报告翻译问题






Maybe even successful colonies can naturally start converting other factions with similar memes in particular towards their own ideologies, as people might think that the success and wealth is a measure of your colony being the "true interpretation" or something. And conversely poor colonies with low mood will begin to lose certainty and be more likely to convert to similar ideologies or even switch to entirely different ideologies if things are bad enough for long enough.
Likewise religious conflict and ideological conflict would be quite cool. You can imagine how that might work alongside the faction system.
This one is one of my favourites, but for the Eldritch Cult ideology, I agree with a few of the older comments where it can become a micromanage nightmare for the larger colonies to keep corruption above 0 but below 100. I thought i'd throw a few suggestions out there:
- Putting a slider in the options to allow users to adjust how much range they want the obelisk to have, rather than 10 squares and spamming them all over the base.
- Make it harder for pawns to actually hit 100% corruption by adding some sort of diminishing returns when they reach certain thresholds (60%, 70%, 80%, 90%). So a pawn at 80% corruption won't gain corruption as easily as a pawn that is at a mere 5% corruption.
Anyhow, just a few thoughts. I also highly appreciate that you guys have the source on Github since I can make the small changes just for my singleplayer game. Once again, thank you!
https://gist.github.com/HugsLibRecordKeeper/309224db55ea4275a2a2d616976ab0c1
Exception while recalculating VME_Royalty_Exalted thought state for pawn Медь: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 1F3242AA]
at VanillaMemesExpanded.ThoughtWorker_Precept_Royalty.ShouldHaveThought (Verse.Pawn p, Verse.Pawn otherPawn) [0x00040] in ......
Is that really supposed to be... why shouldn't I spam fully my ideology with all those positive buffs?