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报告翻译问题
it will require at least two separate mods (which I don't really want to support in addition to the main set -- as the situation with psionic weapons just below demonstrates, I can't quite do it already at this point)
I do have a variables file for component costs (and use inline scripts to generate costs based on component type and tier), which you can reasonably easy to overwrite. Then you need to overwrite weapon's damage output. I think the fastest way to do it would probably be to write a small app that would just go through all files and multiply the damage values.
Alternatively, have you thought about applying a multiplier over vanilla settings instead of straight-up overwriting them? That would've been a more scalable (in terms of mod compatibility) solution, though I'm not quite sure how well that would last into endgame where you can get huge multipliers from technologies.
- Try-fix advanced psionic weapons research-permission trigger.
Yeah, it seems that the update to psionics has indeed messed up with the trigger for advanced psionic research. This should fix it.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3576670054 =^^=
- Update for the new version of Stellaris.
- Update building icons.
- Fix for Korean localisation
- Try-fix bioship AI budgeting issues.
Thanks to @LikeNoOthers and @Rage000 for their help in hunting the cause of the problem down.
<steam dir>\steamapps\workshop\content\281990\2648658105
and remove the ai_budget folder with all of its contents in the /common? based on my limited understanding of AI budgeting Stellaris uses, this is the most likely cause for the AI not working properly with bioships
I'll take a look at the economic stuff on weekend then
I have been testing the following ESC mods the last couple of days (No other mods involved)
ESC Next
ESC NEXT: Overwrites: Component Progression
ESC NEXT: Overwrites: Global Ship Designs
ESC NEXT: Overwrites: Special Weapon Types Patch
I have tested using ESC Next with each overwrite mod on and then turning off the overwrites mods one at a time.
I also turned off all three overwrites mods and only used ESC Next.
Then switched off all 4 mods.
When I switch off all 4 mods the BIO empires are building ships as expected.
- Cosmogenesis battlecruiser nanite thought matrix fix.
- Add Korean localisation by @The Engineer Pop
- Update cruiser/battleship/titan reactors to allow different output depending on presence of active NSC3 mod.
- Retire dedicated NSC3 cruiser/battleship/titan reactors (legacy support).
- Allow more freedom with M-slot bioship swarmer missiles.
- Fix a bug with a few thruster costs being missing.
- Fix certain bug with FE-specific starbase combat computers and adjust their modifiers.
Unfortunately, I'm still unable to figure out what's going on with platform reactors, so the upgrade link remains broken.
---------
@The Engineer Pop, would it be too much to ask you to do a merge request on git? The repository link should be up there in the description
I just translated this mod to Korean now.
@The Engineer Pop, it's a bug but I don't currently know what is causing it.
Since ESC special component use injected_modifiers, they needed to be updated too so that the game recognizes them as valid again.
MOD UPDATE:
- Update for the new version of the base game.
- Update aux reactors to give percentage-based boost rather than flat amount of power.
- Housekeeping with technologies.
- Remove dummy ship_sizes since they are no longer needed.
- Replace remaining size_restriction blocks with potential blocks.
- Fixed a bug that prevented hive FE starbases from equipping their modded combat computers.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2976893943
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2896254756&searchtext=