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If these asteroids still won't spawn even in a new star system, then please let me know here in the comments so I can take a look at it.
I know about the cutschene, it's in the original C&C :)
When I said I was wondering where the meteor came from, I meant where the meteor itself originated from, like what created it in the first place and how it got 'infected'.
Maybe it used to be a planet just like earth that got infected and then blown up by something or by someone?
Maybe that's how the asteroid made its way to earth in the first place.
I always wondered about that back when I was a kid :)
The asteroids in this mod will spawn in star systems you have not visited yet. They will not spawn in systems you already explored before.
This is a limitation of the base game.
Updated to support Cosmoteer version 0.30.1.
Due to changes made with asteroids and with the sound system, previous versions of Cosmoteer are no longer supported.
Identical to 1.1.1 except for the supported Cosmoteer versions.
Also prepatched this mod to prevent Cosmoteer from complaining again when Cosmoteer versions 0.30.0b, 0.30.0c, 0.30.0d, 0.30.0e, 0.30.0f, 0.30.0g, 0.30.0h, 0.30.1, 0.30.2 and 0.31.0 get released.
You can get it here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3426652812
This addon does also require the mod Compacted Long Term Storages as well or the ETTM version of that mod.
- Updated supported version numbers
- Edited the tyberium asteroid logo to be a more toxic green color instead of the snowwhite it was before (supported from Cosmoteer 0.28.0)
Previous Cosmoteer versions will no longer work due to changes made to asteroid spawning.
- Makes max stack size and the amount of tyberium crew can carry relative to vanilla values, increasing mod compatibility with mods that increase max stack size.
- Doubles the amount of tyberium crew can carry at any one time (so refineries can get supplied faster).
I will consider it.
I probably made the crew carry only 1 tyberium crystal each because of how explosive these crystals are :P
But perhaps I can improve the crew work output at the expense of crew safety lol.
And yes I can add mathematics to the formula, ETTM makes extensive use of this for referencing vanilla values while not being identical to them.
If this gets implemented I hope MaxPerNugget also gets copied.
Here is a problem though. Tyberium has a MaxStackSize of 20, and a MaxPerNugget of 1. This doesn't correspond to any vanilla resources. They either have less stack size, or more per nugget.
I still suggest referencing Hyperium, because both Tyberium and Hyperium are raw resources. Maybe you can put a /2 on the formula.
Perhaps at some point in the future there might be asteroid respawning of some sort and then things may become a different matter but until then it's impossible to re-generate new asteroids.
on a more major note, if added to an in progress game will it spawn the asteroids at all? or would you have to jump systems for them o be spawned in?
About the patch for Compacted Storages, I will consider it but I probably will make a patch for Compacted Storages.
Thank you for your feedback.