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I think it would still add something
Im at 4.10 update too
I was working on an update before that new mechanic (complete new script, working in even more cases, easier removing / installation process, almost perfect compatibility with other mods...) but I abandonned it since it no longer really brings anything to the game.
The next update is taking longer than expected, I ran into some trouble and the only way I have to test stuff is to let the game run, sometimes for hours... So yeah.
I'm basically rewriting the whole mod to improve compatibility with other mods (easier for other modders to support AEJ), and to make the uninstall procedure / future big AEJ updates / some X Rebirth updates not requiring scripts reset anymore.
Unfortunately, that means I'll have to reset / stop scripts one last time (see the link in the description to understand what that means for your game, but in short you'll have to regive orders to most of your ships).
If you don't want that to happen, you can unsubscribe but keep the mod active, that should prevent the automatic update. I might also put a link somewhere to the current version if some people request it.
As for the cause, forward slashes are used as file separators so that should be fine, however *.dat files built by the Workshop Tool (which aren't binary files) seem to use CR+LF for newlines, so you could try to replace them by a simple LF, see http://stackoverflow.com/questions/2613800/how-to-convert-dos-windows-newline-crlf-to-unix-newline-n-in-bash-script
If that doesn't work I'm afraid I can't do anything about it and you will have to do as kalmiya said.
Enemies jumping even with destroyed jump drive - WAD or some bug?
If WAD, anyone can suggest what lines i should add so Automated Emergency Jump checks condition of jump drive?
;)
Zones with a lot of stones are no problem, ticks are mainly in zones with a lot of stations and masstraffic which are heavy loads for the engine like my SY-zone where I can see the 6 stations with miners and there escorts in zone, 4 stations in the emptyspace with all the masstraffic and 6 highways so it's a bit extreme ;}
corr of an older post:
"I didn't have any performancedrop till I installed your last big update"
Maybe it would be better to calculate npc and playerships in two different runs if it's possible.
My game is heavy modded but I didn't have any performancedrop since I installed your last big update. My X-universe has 9 clusters and I own 25 stations and a lot of ships.
I have an i7 4770k on an Asus gamerboard, 16 GB and a GTX 770.
The load is so heavy that I can see the seconds (checks) in game.
But there is no difference if I'm in fight or not, no smooth graphics at all.
I would wich a little less load.
Anyway, that issue with beaconless zones if now fixed (will be in the next patch).
Seems like I don't handle lack of beacon properly.
PROGRESS.
But even then this message occasionally happen. I learned that it happens when the jump fails, now I have to find why the jump fails (invalid position maybe, that's what I'm verifying right now).
AEJ error
destination! = current zone (after jump)
However note that a reset will occur if you uninstall AEJ and reinstall it later. Actually one reset at uninstallation and another one at installation.
But please don't reset the comands at every update.
Hi. I tried with and without AEJ and I don't see any difference in the radial menu (unless I missed something), I am able to move them around as usual.
AEJ doesn't modify the radial menu and no longer do anything with defence officers.
Could you test again and try to remove some other mods?
Sorry that I can't be of any help.
The DOmenu is buggy when your mod is activ.
At hireingmenu there is only the option to "work at Skunk" and NOT "work at another place".
For existing DOs it is not possible to give the comand "come back on bord" cause it's NOT PRESENT in the menu.
If I disable your mod the DOmenu is back in normal state.
With the old version of your mod everything was like it should.