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If someone wants to take over this project - Happy to hand it off to them.
I'm playing Distant Worlds 2 these days (4K hours) - it's just a better experience.
At some point I may return to Stellaris, but it's not something on my current radar.
Since I haven't updated this in at least 6mos, there are likely some issues with it. But I just don't have the time to maintain it myself. Apologies, and hopefully someone would like to update it themselves. It's not a lot of files to update, but you have to look at the differences in how things are from Stellaris today as compared to 6mos ago (thereabouts).
Some folks might want to check out Distant Worlds 2. Not quite the same experience as Stellaris - different cuppa - but a hellova game in its own right.
And thank you for this awesome mod!
I took that out a while ago - seemed unnecessary anymore with all of the other changes to Stellaris. There are techs that increase SB capacity, and the mod straight up reduce the penalty for having too many to 10% instead of 50%.
How have you implemented it?
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1359700418&searchtext=starbases
This would be very usefull with double-shypyards and better defences-slots from both of you.
About gens - mb, but my pc now is a little bit garbage, so i cant use most of mods in my list (because, well, processor gonna just die). Is your mod will be fine with "Extra Ship Components 3.0 [Actual]"?
I'll see about adding more power to citadel. Not sure if I can? The Ai is very - very dumb - and even with plenty of slots for aux components - it won't choose power to allow you to power everything. You might need to also use a mod that adds higher tier power generators.
If i have some time this weekend, I'll look into the hyperlane registrar. I never used that - personally - as I also use my mod "better speed" which actually slows ship speed down considerably - I just don't like the near-instant hyperlanes at all - miss the "subspace" engines of the earlier versions - so I modded it to be more like that.
https://cdn.discordapp.com/attachments/542233627535212564/879850564765245480/unknown.png
But mod good, x2 shipyards and better defence modules is still neat.
Mate, chill, i dont say nothing bad (well, i think so).
I probably misswriting the other starbase module... Several times.
Before 2.6 or 2.8 exist hyperline registrator, which helps to your fleets with movement between systems.
In actual version that is gone. Now we have vanila hub - which give you 50% to autoresettlement, and "hyperline registrator', but he works like i write down here - gives you +1 collector range, which is sh1t.
THIS mod bring back old registrator, and i like it. Transit hub is overwritted by him, as i can see, and noone cant build it.
I hope now i make it more clear...
So - this mod does exactly one (1) change to offworld_trading_company: it adds a +1 trade range to it. That's it. That is literally the ONLY change. It doesn't change anything about gestalt empires. It doesn't hide anything for gestalt empires. It doesn't adversely affect gestalt empires - at - all.
So WHAT is it you want?
I'll take a look. Thanks.
Just, as i can see, there still jumpdrive reduction to enter in to the system for own fleets/ships.
Transit Hubs are available. What are you talking about?
Yea, it still work, but mod-modules overwrite vanilla's, as transit hub (press F to old hub).
This mod is great - not too strong (against StarTech AI) as an NSC bases, but also as useful as possible. Just what I need.
AI build Naval + fleet on Shipyard... And I can't build Service Umbilicals (-upkeep) with Shipyards which is weird.
P.S. Also, sadly incompatible with StarnetAI
But i find solution on that problem with T-slot doesn't equip. You have to autogenerate all designs in ship designer. It is broken