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As a heads up, it will contain vanilla file replacements. Only way to fix upgrade paths, NPC usage, and proper ordering for the UI.
Working on updating, via the Test Branch. I DO NOT RECOMMEND SWAPPING YOUR MAIN SAVE TO THE TEST BRANCH! YOUR SAVE WILL BREAK DUE TO THE AMOUNT OF CHANGES TO RECOVER FROM WHEN SWITCHING UPDATES OR BACK TO THE MAIN BRANCH! YOU HAVE BEEN WARNED!!!!!1!one!11!! I would appreciate testing done on the branch with throwaway saves though. Normal playthroughs, not just /research_all tests... I do those. Bioship updates are being done, just gonna take a bit to get through them.. See why in the response to"just a person ?".
Also, did you know Alpacas and Llamas are just the name of the domesticated versions of those animals? Also, Guard Llamas are a thing. Google them! Stupid, reggae , death metal loves....
Working on it. Also adding Bioship compatibility. Gonna be a hot minute, as bioships require (essentially) new code. 5ish files are touched per item, and 2 icons need to be generated. I am not artistic, so it takes some time to get something reasonably okay for mass use. Working on it!
@2412127720
Working on it!
Is it up to date? I see they reference Sam_'s version, but I've made changes to the localization file. More are coming with the update. Just wanna check that it's working before I list it.
To confirm, are you referring to Space Fauna or Bioship Titans?
Have not looked at the new Bioships yet, and would be surprised if ANY reactors from this mod worked with them.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3393655193
Bioships are likely their own shipclass, which would need their tags added to existing reactors or their own reactors in general. I'll see if I have time this hometime to look into it, but cannot promise anything.
@BaBoFantasy
I'll look when I have a chance. One of those things I noticed but haven't had time to dive into. We'll see if I get some to look into it a bit deeper.
Your mod works well and is quite great, but I do have one request. Additional components in your mod still use an outdated ship_restriction script to determine compo-ship availability. While it still works for now, most vanilla content and other major mods have since moved on to using potential blocks and scripted_triggers instead. Updating to this newer approach would help ensure your mod remains compatible with future versions of Stellaris and integrates more smoothly with other mods. I hope you'll consider it.
Sort of. T5 is Dark Matter in Vanilla. The power output of T6 is a side grade/path to progress beyond Dark Matter.
@xray163
I've been on the road. I'll try to see if everything is in order before I head back out, but no promises!
@Zeizei Pumpum
@Draconia Empire
Perhaps. I'll try to do a quick check, and if it passes, I can push an update to at least remove the out of date warning. No promises though!
@MR_DISHWASHER
Glad to hear! As above, I'll try to do a quick check at some point and push an update to remove the warnings. Key word "try." ^.^
Hopefully, someone who is fluent in Spanish will be able to make a translation patch?
Unless I'm missing something like AVCR requiring AVWR, but I 'd not come to this issue before. I do use ASB-Ironman if its any consolation?
Fallen Empires shouldn't cause it, as the template is a placeholder to prevent error log spam. The module shouldn't even show up, and is unused in the ship_templates for FEs unless AVWR is installed. Code may be doing funny things though; we'll see if today's update fixes it.
AVCR doesn't have the strike craft modules; that'd be AVWR.
Could be the ASB patch? There was an error in the template that is being resolved with today's update.
Let me know if it continues past this next update!
AVCR - Test Branch
Let me know how it goes! ...and yes, your upkeep costs for Juggernauts went up. SOMEONE had set them to the same costs as Titans. No clue who.... >.>
This weeks question: Are you doing ok?
Highly recommend loading, run a few in-game days, and saving again before the next update. Aiming for next Thursday/Friday for the final installment.
Let me know how the update goes! This weeks question: is it Bonuses, or Boni?
Highly recommend loading, run a few in-game days, and saving again before the next update. Aiming for next Thursday/Friday for the next push.
Added Disengagement chance to Hyperdrives to give a real choice versus Jump/Psi drives.
Let me know how the update goes! No word so far, so must be going well! The only question I have is: Potatoes or Stuffing?
Also, do we want a patch file to add the computers to the Vanilla file, resolving the display and auto-upgrading issues? I'm wary of making and uploading one due to the nature of the issue, and the conflicts it will cause with other mods. Let me know!
Highly recommend loading, run a few in-game days, and saving again before the next update. Aiming for next Thursday/Friday for the next push.
Let me know how the update goes! Are there errors in values? Does the AI go full Armor, even when shield based? Do you put milk on your cereal or eat it dry? Questions we all ponder, from time to time...
IIRC, the mods that allow you to redesign the non-combat ships change their types. Basically, a new ship class. The standard versions are already funky, and that likely makes them more so. I'll take a look when I get a chance, but not sure if there's much I could do. May require a patch.
Tenshi
Likely a conflict with those mods and how they class ships. Drives are based around ship classes (shipclass_military shipclass_transport, etc), while most everything else is around ship sizes (corvette frigate colonizer, etc). I'd guess a patch would be needed to add the new ship classes. The game gets weird when it can't find references in components, and a big part of why I removed out the box compatibility for NSC.
Base game seems to unlock new bio components along same techs as normal ones.