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报告翻译问题


Shipyards can't be upgraded, unless I'm mistaken.
What I need is to separate this (e.g. I want to sell resource to NPC, but not buy from them).
In my game NPC Shipyards ugrade like crazy (making a boom for electronics that I produce) - I'm not sure, but ugraded NPC shipyards seems to produce ships a bit faster and have larger cargo hold (e.g. 20k storage comparing to lvl 5k storage).
3) Stand-alone Shipyard works fine (there is no jams in production queues) - this means this bug is only with Shipyards put in complex.
4 and 5) I did some further testing and the game almost bankrupt me because of resource bugs with complex (went from 3mil Cr reserve to 100k Cr in literally 3 transactions).
It seems that I can switch of the trading with NPC, but then game randomly decide to place any resource in complex "empty" slot even if 'normal" slot isn't full and has "NPC trade" ticked off.
Also any complex staton upgrade will reset "empty resource" slot back to "trade able" which also makes that when re resoure "pop up" there there will be a 10k resources deal sold to that slot almost immediately (draining my cash reserve).
IMO this is game breaking bug and I'd suggest to remove "empty resource" slots from complexses - only add new serource slot when new stations are added.
Created bug issue:
http://dev.helium-rain.com/issues/1123
In that save, in starting sector First Light I have two omplex which produce steel (output). However in the same comlex I also have station which consume steel (input). This combination change steel to (trade) which mean AI will both try to buy steel from my and sell steel to me (which drain my wallet and is unnecesary and I have net positive steel production).
This means that for resoures with (trade) player need to be able to define if he want allow NPC to buy/sell/do both/ do none for each complex resource.
Otherwise I end up with huge budget problems like in point 4 and 5.