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报告翻译问题






- Starport
- Starhold
- Fortress
- Citadel
- Stronghold
- Headquarters
And no, Orbital Rings were not designable.
Haven't touched Stellaris in a while.
The interface is shifted, so not all modules can be used.
It's a shame, that would be the ultimate mod for Stellaris.
I think many people have wanted that for years
It a perk within the mod called justice, which I belie you get access when you complete the Order tradition, though there may be some other requirements. I can't see them atm.
When another mod adds more Starbase Slots it should work.
The only thing that other mods can't do is change the amount of weapons/components a Starbase has.
Though i haven't tested the mod with the new version yet, but i don't think the update changed anything from starbases.
What excactly is the problem and what is the tradition mod called?
Thanks, Now I can load it and see if its compatible with the Starbase Extended mod.
It should work with every Shipset.
l-gate's can be used by everyone, so when enemy ships enter the terminal egress system and your starbase is out of range to engage they can simply use the gate again to travel to other l-gate systems.
A solution would be a ion cannon to give the starbase enough range or fleets to engage the enemys.
Starbase Modules still give a Bonus to the Starbase.
Hangar Modules give StrikeCraft Fire Rate and Speed.
Every Defense Module also give a bonus to Hull, Armor, Shield and platform capacity.
FTL inhibitor still works for me when you mean the vanilla mechanic.
Enemy Ships can not jump away except the direction they came from.
You will need the FTL Inhibition technology and a Starbase that is upgraded.
The Starbase will have an U at the right site over its icon.
Also, do you think it would be possible to include an option to disable the mod before removal so that you don't destroy your save?