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Just a heads up, I've overhauled Components' localization file. Still on the test branch only, but will be pushing to live once I finish Weapons. Will likely crack open Weapons' localization as well.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3592958885
No worries! Sam_'s mods were the first ones I installed. Would hate for the community to loose his work. If only the ship section mods I like would update as well..... cries in 2021.
@Everyone
Working on updating the Components version currently. Bioships are a PITA to update into. Not hard, but every item for them touches 5 files, and requires 2 icons to be generated. Weapons touch 10-12, and also need 2 icons. Gonna be a hot minute, but I am working on the update for them both. Not a complaint, just letting you know why it's taking so long.
Also, yes. I know Archeao updates are late. I like them too. Gonna be a bit, as there's a lot of coding to do. Something, something, backlog/tech-debt. Blame Tom for being everyone's friend.... he doesn't get enough MyBlame. ^.^
In other news, have you all heard The Machine Age's music? I've been listening to Quantum Spawn on repeat while updating. Shit is fire! \,,/(>.<)\,,/
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3387384805
I have a solution, that I tried before, and it works. The issue is it WILL break compatibility with other major mods; NSC for example. The question isn't can it be done, rather are people willing to choose between those mods or this one, and/or pray someone makes/maintains a patch for them.
I don't use most of the big name mods that would conflict, and would not be familiar enough with them to patch the differences correctly.
Additionally, the shift to a major standalone mod like that would require all the backdated add-on mods to be made (Archeo, Bio Ships, Living Ships, Psy tech, etc). Can't have a standalone mod missing large chunks of content.
The only other option would be an optional patch making the changes. Allows people to chose what way they would prefer to go.
They should, or at least they used to. May be a change in the back end around the time the computers started showing on different lines, about 2ish months ago. Not sure how to resolve that, outside of overwriting the vanilla files and THAT would break quite a few mods.
@Vargo
I looked at the base files for AVBuildings, and they're a mess to put it mildly. I do not have the time between dispatches to even attempt to sort it out. There are other versions that were being maintained by other modders, perhaps they will work out for you!
@Catteraine
As Tempest pointed out, the component side of the mod is it's own mod and linked at the bottom of this mod's description!
Ahh, that's understandable!! Don't worry about it, life must come first at times. Thank you still for this amazing mod. I hope you will be safe and I wish you good luck! 💖
@Le chiKin
As for being able to add them, I likely won't have time to before I hit the road again. Unfortunate.
BioGenesis added true biological warships, not domesticate fauna.
Unfortunately so. Different scaling/balancing ideas can play havoc with bigger mods. I hear good things about those you mentioned, but I've used AVW/AVC since I started modding Stallaris. Maybe one day, when I have time, I can check them out! XD
@Crazydane25
Not really. Those IDs, IIRC, are assigned based on your mod list. As such, it'll be different per user.
@Le chiKin
If you mean the space fauna added with the Galactic Archive, they are included already. Weapons in this, and components in the component version of the mod.
I just got back from 2 months of training, and have not looked into anything that has happened since I've been gone. Mayhap I've missed something.
@MR_DISHWASHER
Glad to hear! I'll see if I can at least push an update to remove the warning. No promises though; been working for 2 months straight.
Still a very cool mod just want to emphasize that!
As for the crashing, it's likely due to the save file recovery system being unable to cope with the mass amount of changes needed to revert the overwrites the Patch caused. It's a durable recovery system, but it does have it's limits. Hence why I did the last update in a series instead of all at once. Basically need to wait (or do yourself) for the Patch to be updated by blazeknave or one of the other authors.
I tried removing the real space patch,
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3383975303
but my game started crashing on startup with ought it so idk if its this or that, if i get to to launch with ought it ill let you know
What part of the Fallen Empires patch failed to work? It's set up to fire off an event mid January to start the upgrade process, but it takes a few years (5 IIRC) before any upgrades happen. Additionally, it will only upgrade newly spawned ships as FEs do not use shipyards for anything: it's all events that spawn their ships.
Hopefully, someone who is fluent in Spanish will be able to make a translation patch?