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On top of that, English isn’t my native language, so my proficiency is pretty limited. Without translation tools, I can’t communicate at all, and I struggle to understand most Stellaris modding tutorials out there. This language barrier has made the development process even more challenging.
So while your ideas are amazing, implementing them will likely take me a considerable amount of time. I really appreciate your creativity and suggestions—they’ve given me a lot to think about!
Six days ago, I was working on a Valorant-themed leader mod (since I’m a big fan of the FPS game). One of the leaders I designed is Clove, who was supposed to have a trait that corrodes enemy fleets—reducing their armor and hull points. I thought this would be straightforward, but after combing through the base game’s files, I found absolutely no existing mechanics to reference for applying debuffs to enemy fleets. To this day, I still haven’t figured out how to make that work.
Sorry, can't get off the idea...real fascinating.
How about starting the event by placing a 'neutral' referee ship or armada in that specific system and include it into an order to send your ships within a given timeset? If you could not catch-up you loose influence or fame or whatever. On entry those ships get stalled...similar to that mission, when one of your scientists get lost and the ship is jammed until the other science ship fullfills the rescue mission. Same here, the fleet gets jammed until the other party arrives and the fighting starts or gets released when the time is up without the exercise partner's arrival.
I think this all could be routed into an event or mission with fixed parameters.
Some question I still think about:
So you declare #5 on one of your allies...how does that inflict other allies if you have them? Neutrality, joining one of the sides, ignoring #5?
See, I think this #5 idea could get a real gamechanger if it is done right, as it may support the most ignored side of playing Stellaris in a defensive way. But it also opens up a lot of possibilities that may crash ones ingame position or in wrong constellation the stability of the game itself.
Thx for the clarification. Sounds quite promising and I'll test it in my next game. However, I would better like to wait for #5 until you figured out how to fight without losses.
Hm...just wondering: How about marking a specific system to meet with a chosen number of ships or fleets for the 'exercise'. A border system without planets should work for that purpose. On entry into this marked system, the fleets will silently got copied. After the fights and results are presented, so different ship blueprints could be inspected, the fleets are restored from the before done silent copy by event. The event could also restore or alter the relations and bonuses for each participant.
However, the war weariness gain for this casus belli is 100x faster than vanilla. This is a deliberate trade-off to fit the "exercise" theme: destroying just one or two ships will be enough to push the war acceptance to a level where Status Quo is achievable, avoiding prolonged conflict.
As for diplomacy: vanilla Stellaris does reduce opinion with factions you’ve recently fought—that’s hardcoded in the base game. To avoid overwriting core vanilla mechanics (a principle I stick to for my mods), I’ve added a positive opinion gain modifier to offset this default negative penalty.
That said, this is a temporary solution! I’m currently working on adjusting the mechanics so that fleet damage between the two sides is set to 0—this will better simulate a "military exercise" without actual losses. I believe the update will be available soon!
Let me know if you have any other questions—thanks for subscribing!
First, ships and installations will be destroyed because this casus belli only allows you to select the "Status Quo" war goal. By default, Status Quo comes with a -70 war acceptance penalty that can’t be changed, meaning you’ll need to capture a certain number of starbases or destroy enemy fleets to reach a peace deal.
But one thing I'm struggling with is #5 Joint Military Exercise. How does it work? I declare #5 on my ally or positive related neighbor. Do we actually fight and destroy each others ships and installations, or is it ment like an exercise and we see just results while the ships/installations are unharmed? If the other way arround, wouldn't the ally/neighbor then get angry? What happens to trade or free passage? An update toward the specific mechanics would be great. Thx!