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报告翻译问题
I'll look over it this weekened when I have some free time.
Exactly one line of code is modified so outside of any major changes to that particular line/file you should be able to ignore any out-of-date warnings, but I'll still check just to make sure.
I also highly recommend an AI mod such as Glavius' AI mod or Starnet. I haven't tried the latter but have heard it's quite good.
If you mean will it work on existing saves then I don't know as I always restart my game when I add/remove mods and recommend others do the same (since some mods won't work or can corrupt your save if added/removed in the middle of one).
If you mean is it ironman compatible then no, very few mods are, particularly game-changing ones that alter balance or add new items.
The game saves just fine normally, though.
Honestly, after playing the game with and without my mods I don't really think they're all too necessary.
I certainly don't think 4x is necessary, but I do like playing on 2x just to speed up the early game a bit (I often find myself waiting for stuff to happen otherwise).
I got the idea of implementing 1 or 2 growth modifiers from the start of the game that last just long enough to reach that pop amount. What do you think?
So with this mod robots/machines will snowball really quickly early-game until organics get a ton of growth speed to catch up. Because robots/machines can be built at the same time as organics this makes Machinist and Driven Assimilator's kind of broken.
Because I genuinely believe 120+ years is way too goddamn slow to fully max a planet out (especially now that 1 pop = 1 worker and we need workers to actually gain resources) I'm probably going to end up making an "Organics Breed x Faster" mod or some crap.
The robot/machine jobs simply work at 4x the speed they'd normally work at. This means robots go from 2 growth points per month to 8 while machines go from 3 to 12 (because ME's actually get more workers for building them).
As a note, this mod will conflict with anything that adds/modifies specialist or gestalt jobs. The primary workaround for this would be (as before) adding a specific trait that simply boosts robotic/machine growth, but that has it's own hosts of issue (mainly in how it stacks with other sources of growth speed).
Same concept but everything is reduced by half.
I know it may be a lot to ask (actually IDK anything about modding) but if you could release a mod that makes it 15 months or something instead of 7.5 I'd be eternally grateful.
At the moment the trait is designed purely for new empires else you'd need to reform. It's mostly a really crappy hack job to even get it working for ME's since I can't find out how to edit the growth stats for ME's themselves.
Also for some reason the trait doesn't show up for the Earth Custodianship when I go to edit them, despite them being a machine empire.