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Yea i would't want it for fallen empires and with giga i already change that. Marauders/khan are kind of a pushover but really depends when they trigger. If late i would want them buffed.
Trying to fully include it into my system so my idea would be to use the triggers from Hemothep and use them to automatically control the scaling from my mod. I.e. adding a factor from -5 to 5 or so to the scaling according to how far ahead/behind the strongest AI you are. This would also allow you to configure the automatic changes by removing or adding modifiers to the scaling, e.g. adding ship strength for a more direct effect.
I would completely remove the dynamic non-default empire scaling that Hemothep had in his mod. Seems to me (and also read this a lot in his comments), that this can lead to insanely strong awakened empires or other special countries.
What do you think?
Please check that the mod is correctly installed.
You could also send me some screenshots before and after clicking (possibly via discord, see link to stellaris modding den above, I'm on that server as Gratak-) to give me some details what exactly is happening.
I'm referencing the modifier names from vanilla and since some of them are referenced in all capital letters and some are in all non-capital letters I write both of them into my code. But since usually only one of them should exist that normally means that only that one is displayed.
"Tradition Cost From Empire SizeTradition Cost from Empire Size" its name is pasted twice?
Is is possible to add settings for things such as pop growth & assembly, research speed & researcher output, to me those seems like the only missing settings.
The way I do it with AI spams the modifier list as I split the modifiers into powers of two to exponentially reduce the number of modifiers I need. So adding scaling to the player (which is a very niche application) would mean that for all people I'd either have to spam the list or have insane amount of different modifiers defined.
That wouldn't be fixed by changing the mod order. In that case the stuff that is set by whatever other mod would do that would be applied in addition to my mods bonuses. As such you should start with double civilian bonuses though.
Other than that, I have no idea what could be happening in your case. I cannot reproduce any issues you are describing. If I switch between Civilian and Grand Admiral all bonuses are correctly removed/applied.
I cannot test myself this weekend. Please give me some feedback if you still feel something is not working as intended.
It seems some patch inverted the order in which static modifiers are overwritten and thus the game was now overwriting my empty vanilla difficulty rather than the intended other way round.
Just uploaded a new mod version that now doubly overwrites from my side in both direction so it should work with any Stellaris version.
The reduced difficulty modifier affects grave_guardian, formless_event_aberrant_country, gate_builders. If any was incorrectly reduced, please tell me as I do have not played the game beyond testing for years and will not notice!
The difficulty event window is now split into two parts and should fit the screen (at least until they add even more modifiers).
I am aware of the issues with event size since the last update where they added quite a few modifiers. Still trying to figure out how to fix this in a good way. I wish they added an optional scrollbar in the events....
Also, the AI Bonuses window is too tall to fit inside my 1440p monitor screen with 1.0x UI scaling.
If that is what you were doing, I strongly recommend not to do that. By now there are so many modifiers in the vanilla difficulty that the "change all" has a bit lost its purpose and I might remove it in the future. And you should certainly not reduce all on the player as that will give you quite a few nasty things. Either increase the bonuses for AI, reduce category wise or even modifier specific.