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But keep in mind, that adding such a mod to already created world may have some drawbacks, not related to the MES, but more related to vanilla Keen economy. Provider can work with it, but you will cut decent portion of the Provider's functionality if you are running on a map with vanilla economy.
fro mwhat i got of ti so far its neither better nor worse than mes but a different take on how to do the npc stuff.
Other than that, it is a different take on how to implement NPC ships/buildings, their packs, behaviour etc.
weapon randomiser is already in feature requests, and I will try implementing it in the future. As for NPC's using modded weapons, they can if they are implemented.
our server's NPC pack uses our server weapon pack without issues
Alien NPC pack uses custom weaponcore weapons
so, no randomiser yet, but if you are making server NPC pack or custom scenario NPC pack, having modded weapons on NPC ships will work.
Technically, there is no direct incompatibility. The game won't crash, when you use both. But there are lots of potential indirect conflicts between the mods.
The spawning and combat encounters are basically there, now used for Fleet Battle mission type (two NPC fleets, fighting each other, the one from the NPC faction employing player is smaller and player has to turn the tide).
So if these battles would be spawned not based on mission difficulty, but based on faction's relative military power. It would definitely be doable :D
The universe has some freedom, but it does revolve around players. So unless players are trying to actively fight specific faction and to siege planets for example, the planet won't change hangs.
Missions. I also had an encounter with an unknown signal 150km away went to investigate
a bunch of drones pirate ships spawned then game speed froze to zero and I had to manually end task my game.
for other questions you can visit my discord, I am active there more often then here :)
New Red Ship scenario created without Alien Pack, to showcase how the system works with vanilla weaponry.
automaticaly via the steam dependency list you cant change dependencys dynamically on the run.
but you could go the defense shields way and write it down in the moddescription, in that case it states that it isnt compatible with a weaponframework that isnt build to work with it and said that you need wepaoncore or another compatible wepaonframework build to work with it.
or the modular encounters system way by having the basic requirements in the automatic requirement loading list and then a list of mods in the moddescription that it can use for more functions that are then either switched via detection or via user input.
most mods i know of though do seperate uploads for seperate requirementchains.
I already noted the idea, but I can't tell when I am able to get to it, I have like 10 things that I have to go through (NPC Provider related mostly), so maybe a month or two until we have a version of the NPC provider which can work without weaponcore.
I still am not sure how to load dependencies dynamically, or if it is even possible :D
you just wont be able to use weapons based on another weaponframework as weaponcore togetehr with it, so if you use only the weapons se brings with itself you can easily build stuff you can use with and without wc without needing to do major changes, just need to change aroudn the toolbar setups.
how deep does it touch factions?
i ask cause i use aienabled as one of my mainstay mods and it is nto working with stuff that messes too deep with faction. an example for a mod that messes too deep so that aie doesnt work anymore would be eem.