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报告翻译问题
The workaround to avoid this is to keep your timescale set at vanilla 2 during a bombardment which in most cases will see your defense arrays fighting bombers off/only losing one module. Please don't change timescale 2 until there's more info about this/ a fix :)
The reasons I haven't yet :
- I sometimes like a slow approach for the purposes of building tension when an alien fleet is approaching
- I don't know the limits of rapid camera movement that might trigger an epileptic seizure ins sensitive people
I haven't written code since the early 1990s, so I don't know if this could be written as a MOD
But could you code the Continue, Confirm buttons to the enter key?
Even though time is skipping forward, there's stuff happening in the background, the AI is receiving events and having to respond. Alien fleets need to do transfer planning, which is a bit expensive. Stuff like that.
In the base game, it goes: 60x, 60x, 6x, 2x
So I changed it : 7.5x, 8x, 7.5x, 5x, 4.8x
What I'd really like to do is allow the new speed 3 while focused on a ship/station in Earth orbit, but currently that requires a code change that makes the mod a lot harder to install, so I've held off for now.
[
{
"dataName": "globalConfig",
"strategyLayerSpeedSettings": [
0, 8, 60, 480, 3600, 43200, 86400, // 8 sec, 1 min, 8 min, 1 hour, 12 hour, 24 hour
],
}
]
Mod: 5x - 5 in-game hours / 1 real-time second
Vanila: 5x - 12 in-game hours / 1 real-time second
The first is that although the game *does* work with more than 6 time options, there is a localisation issue that can't be currently resolved at 7+, so I've kept it at 6 for now.
The other is that the AI takes an increasing amount of time as the game progresses so there's a trade-off between having a warp-speed setting that really only works at the beginning and takes up one of the 6 speed settings.
Once the localisation issue gets fixed in the core game, I'll likely add a 7th warp-speed setting that people can use to speed through the early game faster (or if they are playing on a supercomputer!)
You must subscribe to the mod from within Terra Invicta for it to download to the correct folder.
I've submitted a ticket on this, no idea when it will be resolved.
Hopefully there is nothing else missing - the mod is relatively straightforward.