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Also, overhauled the Localization file. SHOULD make it easier to read and quicker to make translations of.... outside of language syntax changes. Let me know if something is off, text wise!
Please test the The Suppressor/Support Neural Implants and Combat Instincts: they may need a small bump up from where they are currently.
Yeah, icons are the bane of my modding existence as well. I don't mind if you use them, but I only have say over the icons for Space Fauna and Bioships. The others were made by Sam_, and I'd rather not speak for them in that regard.
Wait, YOU'RE the actual dev? Holy baller. May I use some icons from the "current" (not this) branch just so that I have a baseplate for some icons? Base Stellaris icons, uh, don't go well with kitbashing, often I oughta remove the numerics and they're in the way of alot.
Cloaking feature added in First Contact. You lose all shield points when you cloak, unless you have Psi Shields. Not a BIG deal, but a thing that happens and may be noticed by some.
Jump drive usage to get around closed border areas. Doesn't happen often, but kind of useful to have the option.
granted i don't have all the DLCs so maybe one of them added an additional use for late game science or construction ships that i don't know about. the only use case i can see is during the endgame crisis where you are trying to analyze the crisis ships for additional tech and your science ship gets ambushed. (e.g Prethoryn wave 2 spawns on top of the ship)
The only way to resolve the Psi items on Science/Construction ships is to retain vanilla upgrade paths. That means, having to select this mod's additions for your military ships while Science/Construction ships will follow vanilla and ONLY continue with Psi equipment.
Example 1: Hyper Drive 3 -> Jump Drive - > Psi Jump Drive 1 - > (AVC) Psi Jump Drive 2 -> (AVC) Psi Jump Drive 3. Additional Hyper drives and Jump Drives will be ignored by Science/Construction ships, and you'll have to select them for your military ships.
Example 2: Shield 5 -> Dark Matter Shield -> Psi Shield -> (AVC) Psi Shield 2 -> (AVC) Psi Shield 3. Normal and Dark Matter will be ignored by Science/Construction ships, and you'll have to select them for your military ships.
Do we want to preserve Science/Construction ships using Psi gear, or RP non-military ships aren't allowed to use advanced tech and have clean module selection?
Not sure who made the version with T3 and T4 Dark Matter. I've only ever had T2.
Getting a feel for how one would go about adding higher tier Archaeo items. Only so many Artifacts you can collect monthly, and higher tiers require higher costs to build.
@xray163
This branch is mainly for testing. You can use it if you'd like, but just keep in mind it will be hidden once the changes have been moved into the main mod. Would HIGHLY RECOMMEND NOT using on a long term save. It will break your save trying to transition from the test branch to the main branch.
Let me know if there was an oversight somewhere!
Computers always take a hot minute, as there are SO MANY OF THEM!
"Here's Tier 6, and Tier 6 for AI empires, and T6 for Psi empires! Did I mention, that's JUST for Tier 6 Line computers? HAHAHAHAHAHA!" ~Stellaris Dev, Colorized, 2024