安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题












but its generating removing hyperlynes and giving you those messages that its doing it.
I have like 20-50 hours in this one save game, I was not planning on starting a new game
I really feel sorry for the AI, they don't know what hits them, all the time.
I really want to help them out a bit, to sometimes having to change systems where you build a star base to bottleneck etc. is better than nothing, why I like this mod
I see, yes I forgot this, you did say this
I did something similar in a interview assignment for finding shortest route from point A to point B and it builds up a "memory" first and re-uses it.
I did see something in modding wiki, mean_time_to_happen
now just an idea (only dabbled with modding this game):
you can use mean_time_to_happen instead of the monthly or yearly pulses, make it like a few days after or so before or after or something or when you know the game is least likely to process other events etc. which "spreads" out the processing maybe and this could maybe, maybe I am not sure, reduce lag.
mean_time_to_happen = { months = 5 } or mean_time_to_happen = { days = 15 }
basically specify a alternative interval
If you want to change it have a look at the events called by on_actions as they determine creation / removal.