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报告翻译问题






That said, I know crafting times can be adjusted in the difficulty settings. I'm not sure about cooldowns. The difficulty settings are adjustable through the UI at game start, but can also be edited in your save file. Be sure to back up your save file before fiddling around with it though.
The harmony library is a pretty good guess, but there's some other dependencies I can check too.
Something below? Seems to be invoking something older graphic cards don't like, involving NVUnityPlugin.dll, nvngx_*.dll, nvapi64.dll. Perhaps related to the Harmony Library?
MGSC.StationSystem.ProduceItems(...)
MGSC.ItemProductionSystem.ProcessItemProductionOrders(...)
Failed to load 'NVUnityPlugin', expected x64 architecture, but was Unknown architecture.
Thanks!
Durability is a contentious part of the game, but this mod doesn't really focused on that area. I think there's some other mods relating to changing that if you dig around the workshop.
If I understood your second point, Tezctlan starts with a tech advantage, and does spring ahead early, but as the game progresses the corporations should catch up, and typically overtake Tez. Particularly early on, corps accumulate tech faster while travelling. Only espionage missions impact tech growth, so most of the time completing missions does little to advance tech.
It's really good mod!
But I have some problems:
5 mission and 150frags. One submachine durability to one mission, It looks too much, I think
And is this mod don't have protection from monsters ovepower? 5 mission and now I have 1.5lvl tech monsters vs 0.3-0.5 tech corporations.
wow this mod actually sounds kinda dope then, cause snowballing and feeling like rerunning over and over rather than actually trying to win being the best method were my biggest complaints about the game
The the mod ties the skulls to the victim-faction's tech level. As factions increase their tech level, it will become harder to raid their stations. Starting at T3, you should start seeing 3 skull missions when fighting against that faction. T5 unlocks 4 skulls, T7 5 skulls, and T9 6 skulls on a per-faction basis. As the factions unlock more skulls, it's RNG between them to determine how difficult a given mission is. Factions do tech up slowly on their own so if you fly around for a while missions should begin to increase in difficulty. Doing espionage for a faction can help them steal tech from others. Once factions hit tech 5, you'll be able to feed them pacts to further boost tech. That said, if you've got a save where everyone is T6 and you're still only seeing 1's and 2's, I'd be interested in hearing more about what's going on there.
I'm not seeing this issue on my end. Usually a crash before the main menu indicates that something went wrong either loading the mod or loading the configs for the mod. This is the sort of thing best to debug through the Discord. Find this mod's thread in the Modding Forum channel and we can go over it more there. Also, the Discord is generally a cool place to discuss the game.
I'd be interested in talking further about this and trying to solve this issue!
Just for all our purposes, I re-installed this one and tested it with all the other mods in the list on a brand new save.
It works fine. Sorry for the false alarm!
Another possibility is that this mod in combination with another mod is causing some things to break.
Incidentally, I don't mind bugs being reported here, but if you're on the game's Discord server, it's slightly easier to discuss if you go to the mod's thread in the Modding Forum channel.
The first thing I noticed is that when you mouse over a given station, you get no drop-down information tool-tip about the station, who controls it, what it produces, etc...that feature is just completely missing. And I know it is in fact this mod because I quit the game, uninstalled *only* your mod, re-launched the game and my tool-tips are back.
I'm not sure if that was an intended change, but if so, I'm having difficulties understanding what it would be for, other than increasing the challenge? Anyway, that makes trading almost impossible for me, unless I just want to take the time to land on every station.
Either way, it would probably be good to be a little more comprehensive in the description.
The save file can be opened with notepad or any other text editor. It should be located in C:\Users\[yourusernamehere]\AppData\LocalLow\Magnum Scriptum LTD\Quasimorph . Find the "session.dat" file with the 0-indexed slot number you use for this mod (ex: if you usually use the first slot for playing this mod, the filename will be "slot_0_session.dat". After you've backed it up, open it in a text editor. It might take a bit to load as it's pretty dense. Look for the two following values:
MissionRewardPoints
ItemPoints
Both of these should be set to "1". This is the difficulty multiplier normally chosen when you start the game. So if you had it set it to "60%" on the slider, you would set the value to "0.6" in this file.
lets see how my new run will go