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I now possess stellar systemcraft tech but I see no way to progress or even start the process to create the mobile combat star system.
I would appreciate any help you can provide with this. Thanks.
The current specifications should have been changed to allocate 5000 POPs.
Please try forcibly relocating each planet.
I've tested the Spire of Babel building functionality and no crashes were observed.
What other mods are you using?
It is by design that star systems are destroyed when MCSS is completed.
Make sure you have colonized star systems in addition to your fortress systems.
My last and final question, because I am not sure if this is how it should be.
Is it normal or planned that all planets / Babel`s Spires are destroyed by the gigastructure/ship as soon as it is complete? (Game Over)
I fixed it with an external planet, one hyperlane away.
@6thStrikeUnit
The description regarding MCSS upgrade has been corrected.
Sorry if I'm bothering you with this, unfortunately I found something else... i think
(Always for machine species).
The same flag problem is now at Stage 2 God`s Heart -> Upgrade -> to God`s Brain.
The flag requires 50 pops on every rebooted planet*.
(I tryed 50 - 500 - 5k and 50K [yes i have no other hobbies])
Even with Console/debugtooltip it didnt worked to skip/set flag/instabuild.
*Or do they mean the Babel`s Spire? They are not colonizable for me.
I mainly tried the “fcss_mcss.5XX” [20-40] but without success.
Unfortunately I'm not a dev so I don't know much about it.
Thanks in advance. =)
The internal program has been modified.
(Theory: The resource option is accidentally linked to the slave flags?)
(I even bought slaves for the other options, but negative).
You couldn't even bypass the flags with comands. Unfortunately... =/
If you could fix that would be great, the modpack is really cool so far. =) @6thStrikeUnit
And also. Can i only use slave pops to deploy stasis graves? I'm currently on a playthrough with this origin. And I'm worried that once I reached the point where I'm able to mechanize my slave pops (so I can actually put them on the machine planet). It turns out that deploying stasis graves is completely bugged anyway.
I updated it to the version that added the variables.
It's a new technique that allows compatibility support with max performance.
How would I add this?
I already set a mod-specific global flag when the game starts.
Thanks!
As far as I can tell from my testing, I was able to find obstacles at both origins.
Could you tell me the mod configuration you are using?
Many of the events are tied to the removal of planetary obstacles, so there is no trigger that can launch the event on its own.
In what environment is this bug occurring?
In the case of origins other than for machine intelligence, there will be obstacles on the machine planet side that is not the home planet.
By removing terrain obstacles on the planet, events will occur one after another.
荒廃したエネルギーリングが見当たらない場合は以下のコマンドを実行してください。
effect add_deposit = planet_energy_ring_0
未探索の地下構造物が見当たらない場合は以下のコマンドを実行してください。
effect add_deposit = d_capital_underground_structure_1
effect add_deposit = d_capital_underground_structure_2
effect add_deposit = d_capital_underground_structure_3
effect add_deposit = d_capital_underground_structure_4
planet_class pc_awaken_ai
このコマンドは指定した惑星の種類を「古代の機械惑星」に変更します。
入植している惑星種類「機械惑星」の数が1を超えると建造段階2で詰む可能性があります。
1を超えている場合は別の惑星にテラフォーミングしてください。
惑星種類「古代の機械惑星」はジークフリートなど惑星を書き換える巨大建造物を建てると詰む可能性があります。
国是「最後の守護者」にはFCSS関連起源・国是以外の制約を設けていないので可能なはずです。
戦闘星系の稼働自体はどの起源でも可能です。
No AI is used.
It is incompatible with mods and vanilla elements, as many elements become unusable at the expense of making the nation itself immortal.
I will add an option that does not change the national structure.
The MCSS escort fleet will be neutralized by the attack, but the MCSS itself will not be sunk unless the central main ship is destroyed.
We have not yet implemented a means of building MCSS that is origin-independent. (to be implemented in the future)
The mobile combat system itself cannot be designed.
You can select the type of armament to deploy from the Mobile Combat System menu.