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报告翻译问题






v2.1.4.0
- Made compatible with the Stellaris 4.0 patch.
I would wager it wouldn't be a problem because the Star Wars mod adds completely new weapons and components and does not touch the vanilla weapons and components. Wondering if my feeling is right about that.
For players who do not use that mod this means that you can expect AI empires to have more highly developed weapon technology than is otherwise normal. Seeing how that's just effective play I decided this was the better option compared to not increasing weapon research priority.
And empires who favor explosive weapons (missiles) or strike craft will choose between swarmers and disruptors because both of those weapons skip shields, just like the empire's favored weapon. The reason I didn't allow autocannons as an option for these empires is because that would make autocannons too common. The reason why I didn't limit empires who favor explosive weapons to just swarmers is because disruptors do allow you to research arc emitters down the line and I didn't want them to be too predictable.
So the empire can only ever pick a signature weapon that is either of the preferred type or mixes well with the preferred type and it can also only ever pick a weapon that it has the strategic resources to use.
Yes, it should work well with any mod except other mods that directly modify weapon technologies. This mod doesn't actually touch the weapons themselves, it only affects the technologies that allow you to use the weapons. As such it has a very high level of compatibility with other mods. It works perfectly alongside my Smarter Ship Design mod.
@Starempire42
I don't use Gigastructural Engineering, so I can't answer the question 100%, but as long as the mod doesn't change the vanilla weapon techs the two will be compatible.
So yes, it's perfectly fine to use it with 3.9 version of Stellaris.
I still updated the recommended version number to 3.7 to avoid any confusion on the matter.
Both mods say they edit some of the same files, but as I understand it, in recent versions of Stellaris, it is possible to create mods such that they make edits to a game data file but also allow other mods to make edits to the same file, something that wasn't possible... 1-1.5 years ago, I think it was.
- The Space Torpedoes technology now requires the Fusion Missiles technology.
- The Kinetic Battery technology now has the Railguns technology as a prerequisite instead of the Advanced Railguns technology.
- The Kinetic Artillery technology now has the Railguns technology as a prerequisite instead of the Gauss Cannons technology.
- The Proton Launchers technology now has the UV Lasers technology as a prerequisite instead of the X-Ray Lasers technology. AI empires should only research it if they favor energy weapons.
- The Neutron Launchers technology now has the X-Ray Lasers technology as an additional prerequisite.
- Fixed Giga Cannon, Tachyon Lances and Focused Arc Emitters technologies having the draw weight and cost of tier 4 technologies despite being tier 5 technologies.
- All weapon technologies except point defense weapons are now among the least common and most expensive technologies of their technology tier (subtier 3).
- Point defense weapons are now among the most common and least expensive technologies of their technology tier (subtier 1).
- Empires are no longer more likely to research weapons that match their preferred weapon type.
- AI empires will now research only one or two out of autocannons, disruptors, plasma and swarmers. The choice is influenced by the empire's preferred weapon type and available rare resources.
- Update for 3.6
- Changed how mod works. Now the first technology in a line of weapons is rare and upgrades are normal technologies. For example, Autocannons and Space Torpedoes are rare technologies, but Ripper Autocannons, Stormfire Autocannons, Armored Torpedoes and Devastator Torpedoes are all normal technologies.
You should not get any errors though.
I released a strike craft mod that's meant to be used alongside Signature Weapons. Starfighters! increases the number of strike craft hangars to 22, divided into seven groups matching the two types of point-defense and five types of basic weapons. You unlock each type of SC by researching an appropriate tier of SC technology and a matching weapon. For example Plasma Throwers + Carrier Operations gives you Plasma Strike Craft while Guardian Point-Defense + Advanced Strike Craft gives you Guardian Starfighters.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2842935489
Something which would be really cool with this would be compatibility with Balanced Space Warfare - or at least, a compatible fork/subversion.