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报告翻译问题






Another problem is starbases, specifically defense platforms. The upkeep on defense platforms is absurd, 10-30 energy & 5-15 alloy upkeep a piece at midgame. If you come into possession of hostile starbases in a war, especially on those higher difficulties, you will butcher your economy until you can get out of it.
The idea here is very solid and any effort to reduce ship counts deserves praise, but I unfortunately don't think I'll be playing with this mod anymore.
Crises are already natively scaled back with the existing difficulty slider for them so I likely won't touch them much / at all. FE's are in a slightly similar position and can be pseudo-fixed by pushing back the mid-game and end-game start years to allow more time to build up to their capacity.
I will gladly take it down at your request.
(I actually like how normal fauna is harder to beat, for the first time ever I saw a mining drone expansion fleet colonize a new system).
The Katzenartig Imperium, for instance, does not scale in fleet power according to the Crisis Strength setting, so you have to set the crisis to Relaxed Kaiser in order to get a reasonable fleet(and even then, only after you reduce naval capacity usage to 2x vanilla, as Relaxed Kaiser roughly halves the Imperium's fleet power).
A version of this mod that doubles ship stats would be very nice for ensuring that non-scaling enemies, like crises and space fauna, don't just steamroll you. To be honest, I think that'd be a better solution than individually changing the enemies' stats.
Some sort of starting tech that modifies ship strength could help with mod compatibility, too.
Love the idea of this mod. While vanilla grants you the feel of massive combat, sometimes I want to feel attached to my ships. So I'd like to try this out.
Military Readiness Act has some weird scaling (must be 50%+ nav cap).
It says im breaching the law, despite i'm almost at full cap. And it is resolved after I get slightly to the red zone with 110%
I suggest adding a -7.5% upkeep buff to each of the Fleet Techs. They way you rebalanced them they are already supposed to show the growing ease of operating a starfleet as Tech progresses.
To improve this mod i would simply add a limit of capital/screen/Reconnaissance ship for each fleet to add variation to fleet composition and make sure every ship is used and we don't end up with full Battleship in the mid game.
1. please make actual Ship Size (because early game the ship size for corvette still 1 but in naval capacity use command limit 10 etc that make me overcreate ship) - yeah i know i can research for -100 naval capacity after.. but better use actual ship size.. so when we create ship.. we not overcreate
2. The Ship Upkeep is incredible expensive.. i know u make 5x for price/upkeep/ship size usage please make it balance ..
and for space fauna , Xeno bonuses difficulties,cryis etc i use this mod.. so i can setting how much bonuses they got https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1590362799
i think this space fauna,xeno bonuses,crysis problem is resolve
btw i like your mod idea.. less ship more enjoyable gameplay
Re: Space Fauna - Currently looking into it as a high-priority rebalance
Re: Starbases - Might be looking at a small-moderate tweak to their early-game combat strength but likely no greater at this stage.
Re: Crises - With Crisis Strength being a game setting slider I won't be tweaking them at all unless it became absolutely critical for some reason. Best advice would be to dial down the crisis strength slider.
Being balanced because the change is for all the countries I could see the reasoning, if you're worried about performance, but 10x naval cap on corvettes, but only 5.6x on battleships when battleship spam is already a strong strategy seems wrong to me.
I want to decrease the likelihood I miss anything going forwards and open up the possibility of wider back-and-forths on things, since the number of comments to scroll through is only going to go up - please check out the Suggestions discussion thread I'm about to put up, feel free to jump on in and make yourself heard!
Just one concern, with fewer ships, any given empires naval strength will be lower, are there any efforts to rebalance starbases and neutral enemies (like tiyanki etc)?
It might become too easy to grown impenetrable defenses with several 100k starbases while fleets are much smaller.
And early game wars might become impossible if a single tier 1 starbase outguns a maxed out fleet in the first 5-10 years.
- Could you perhaps increase ship build cost and decrease ship build speed?
- I would personally prefer it being a bit more extreme, vanilla *4 would be a good endgame value in my view.
- Could you adjust defense platform capacity and starbase hullpoints accordingly?
- And yes, I would prefer Ascension Techs being their standalone.
But in any case, Thanks again for putting in the work!