安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






As you know the devs changed the way the fleets are being reinforced. Back in the day the ships were being constructed at the starbase, and then they would travel towards the reinforced fleet. Now instead of subspace-travel they use "in-transit" system, similiarly to how the defeated fleet in battle behaves.
This causes a major inconvinience - in the base game the ships are in transit for roughly a few months maximum - but when im using low tech FTL drives that this mod delivers the "in-transit" time might even extend up to 15 years!
Here is my question: Can it be fixed or do we have to accept this as a "feature"?
I'll add an event for non-ai players that asks them if they want to discover the tech upon starting the game.
Apparently you removed the wormhole stabilization tech from your vanilla techtree overwrite.
Leading to a crash if you have expanded/extra events that try to grant an invalid tech.
and yes please make it an option to start with hyperdrives.
besides that nice mod for slow mid/late game.
Anyhow, would you consider increasing the proto-drive weight beyond tier1weight1 (maybe 150?), and bump the AI weight a bit as well to make sure they really pick it as soon as they see it?
Maybe.... the AI kept growing pops, couldn't expand, and became overburdened resulting in a total economic collapse/deleting ships?
@Dawgstruction Are you playing with any mods or Modified game rules?
@Tyrannus Primus Same question?
Thank you!