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回報翻譯問題






I have all DLC.
Issue only exists when the XL mod is selected in mods, and the game was restarted after changing mod selection.
Dhayut the only selectable race in the new game start.
Will keep taking a look to see if I can fix issue myself.
@sargantus - I've added extra orbs and ruins in which you can find way of darkness or way of illumination. never messed with those through the editor - it may not show those until they're found? not sure?
- Requires Public Beta 1.3.3.6
- Adjusted resource base costs (to match latest beta)
- Added an extra general slot per level of Troop Transports
- Gave some maluses to Way of Darkness but also improved espionage
- Hid the XL Orb Artifacts a bit more
Private betas - I will never put code in this channel that requires the private betas. Those will remain in my XL Beta mod, and only available to those who participate in the private betas (you must be steam friends with me to see that mod as well).
But I do prefer to keep up with the public betas here. I have made it so future versions will all be published automatically on GitLab (see main description for how to get to XL on GitLab) where you'll be able to download it if you so prefer to stick with a given release (and avoid the public betas).
This is because Steam only uninstalls the files that it installed itself. Any settings files created by mods and similar items are not deleted.
I do have a few other mods running, though.
thanks in advance for your help :)
All empires are known and are in contact with me. So I don't know where these two peoples could have come from. Very strange.
But anyway, luckily I can still research diplomatic technologies, even if these two are missing. :)
Normal, how the game engine works, seems reasonable (if confusing to a novice) to me.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3614228925
- Requires Public Beta 1.3.3.4
- Includes data file changes in the latest beta
- Increased maintenance costs for terraformers
- Removed Subspace Disruption Projectors facilities from the game (place hyperspace disruptors on your star bases if you want that sort of thing)
- Teekans now start with improved cargo modules, rather than medium freighters.
- Teekans now have the -20% hull strength malus applied
- Teekans do not get a 20% resource reduction when building ships (unlike Vanilla)
- Haakonish do not get a 20% cost increase (unlike in Vanilla)
- Haakonish start with several economics related early techs, similar to Teekans
- Ion weapons are now 85% raw damage (was 80%) to give them a little more oomph when just trying to blow things up
- Ion weapons also now cost significantly more energy to fire
But, I have no real options to help them not be stupid - other than limiting / eliminating their bad options.
There are simply too many variables that all interact in complex ways for me to ensure any "difficulty" standards in XL. As a general rule, AIs are do much better in XL than in V, due to putting some guide-rails under them. However, YMMV depending on all of the above and the RNG gods and more.
Mostly, complaints of "too easy" simply means "I choose too easy of a starting game settings" ;)
See if that then makes you on that version, or maybe it just dumps a zip file for you in downloads -
If that's the case - then you can unzip it to your <game>/mods/XL-old
make sure that the raw contents of the mod are in that folder - not more deeply nested.
Then, on the mods interface in DW2 - you should see that older 1.34.2 version - deselect the current one - and select/activate that one instead. Exit the game, restart, and see if life is good?