Stellaris

Stellaris

Organically Massive Command Limit
8 条留言
thecrazy13 2020 年 3 月 26 日 下午 3:04 
yeah this breaks on start
WolvesofZiu 2019 年 1 月 2 日 下午 10:01 
So this i like the old system where pops counted more towards your fleet? I have to imagine the end game is like 1 fps.
Endugu 2018 年 12 月 12 日 下午 3:24 
Ok, I feared it was another common bug. Not such an edge case.
Endugu 2018 年 12 月 12 日 下午 3:23 
16 Ringworlds?! Thats incredible.
Computer  [作者] 2018 年 12 月 12 日 下午 12:51 
when you're on scaling 0.25 and you have 16 ring worlds all ONLY producing science (2.0) at around 2400 in game year. note: this is possible thanks to fallen empire worlds being resource rich. yea at that point. the dooms day research breakage is only a matter of time
Endugu 2018 年 12 月 12 日 上午 11:58 
Negative research modifieres? How do these happen?
Computer  [作者] 2018 年 12 月 12 日 上午 11:33 
lag? it doesn't do anything for lag. that's paradox being bad at programming. this aims to make you less likely to get a game crash from going into negative research modifiers because the game likes to do that to you.
Shazzamx 2018 年 12 月 12 日 上午 10:32 
Could you explain how this help reduce lag? I am very interested in mods that do so, but I need lay man terms to help me understand it please. Especially why the game crashes (has happened to me).