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
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2860980668
makes game play difficult.
The batch file does not auto-close the command window, so if there's any issues or errors, it should be pretty clear that something went wrong. If it just shows the commands, then it worked fine.
If it says "Could not find" the file, then either it's in the wrong place, or you've already deleted it.
https://www.dropbox.com/s/nrs9kqys8zbhj2d/wildspace%20hyperlane%20fix.bat?dl=0
C:/Program Files (x86)/Steam/SteamApps/workshop/content/281990/2503707495/gfx/FX/hyperlane.shader
For Linux:
~/.steam/debian-installation/steamapps/workshop/content/281990/2503707495/gfx/FX/hyperlane.shader
Good news: if you load another hyperlane graphics mod (such as https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2811699811) after Wild Space, hyper lanes will be visible (using that mod's graphics, not Wild Space's)
Thanks, appreciate your work!
Not sure what GFX bug you're talking about. To clarify, I was talking about bugs I found in Sparsity, and communicated to the author of that mod.
thanks for that.
Know however that mod does *a lot more* than affecting the map :)
I had a look at the script and it changes stuff from like galactic community's veto values to research time and some diplomacy values as well.
Not sure if it's similar to Wild Space (which only affects the map) but I'll have a closer look when I get back from my vacation.
By 'bug' you mean the 'GFX' thing? (_construction_ instead of _hyper_relay_)
If not, you might also tell the mod author about that as well.
Thanks again
I'm checking your 'Sparsity' mod
(link: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2815862502)
How on earth did I miss that?
Thanks for letting us know.
Both you and the AI can build Hyper Relays in wild space systems, and the AI will be smart about building paths through wild space to connect the various chunks of their empires!
My mod doesn't change anything else with Wild Space. It still requires a separate fix hyperlane graphics as discussed earlier in the comments.
@fairfx @hypersot Regarding a similar mod, Sparsity 3.4 (which my mod is also compatible with) is similar to Wild Space
sorry to say but there is no mod like this... not by far :(
BACKUP THE ORIGINAL FILE FIRST
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1512265691
or this:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1506079443
I know you might prefer Wild Space's faint hyperlanes but at least there is a solution
What I think happens is,
either the new DLC 'overloads' in some way the game when combined with this mod if using a lot of AI entities
or
since the default settings use many AIs, that increases the chance that some AI combinations in the AI random creation might cause the problem.
In short,
can someone check this mod in a 2500 map and only 1 AI and let us know if it works for you?
Today, I had free time so I finally did some more thorough testing (all tests with Overlord DLC on)
I used the 2500 map with only this mod loaded and started with all the 'AI' entities off (ie. AI players, primitives, caravaneers, etc.)
Mod worked fine, no crashes
I then started gradually increasing various sliders when creating maps... all worked fine.
It occurred to me that the crash I experienced a few hours ago might had to do with an AI using the new origins so I created a custom AI, locked it so it would have 100% spawn rate and started a game... again, map loaded fine.
The only thing left to do was to just use the default settings in the map creation panel and only change the map size to 2500.
Finally, that's when it crashed.
"dick measuring contest"?
seriously, grow up
Now,
I did some testing and I think I found the culprit to be the new DLC
When I did the test I mentioned earlier, I still hadn't bought the new DLC so everything worked fine.
After purchasing the DLC and using it when creating a new game, indeed, crashes happened on both the 2500 and 3000 maps.
The exact same setup with the DLC off works fine :/
That's so disappointing. I wish the mod creator was around to check what is exactly the problem as it might be just a tiny change that is all it is needed for the mod to work with the DLC on
For our dick measuring contest, here are mine:
- i7 12700k
- 32 GB DDR5 6400MHz
- M2 NVME 2TB SSD
- RTX 3080Ti
- Z690 Edge Wi-Fi Mobo
- 850 Watt p.s.u.
All of which have nothing to do with what we're talking about lol.
We have to troubleshoot man. I'm stating here that after running *only* this mod, I experience what I previously posted. The settings in the game setup matter alot more in this case. Try setting up a game with only this mod enabled with 3000 systems, and tell us what you find.
I'm gonna see if I can update this by myself, and hopefully see if this mod can stay relevant.
Unless it has to do with my rig, the only thing I can think of is how I setup the map, ie. always with the lowest habitability possible and very few AIs (6-12 on a 2500 star map).
I should also note that I used over 100 mods with all those sessions and I never had *any* crashes or any other issues at all.