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Will drop you a note once I've had a decent length of the new playthrough.
New install, singe mod active no other subscribed and reboot, Shakturi OFF, PDF followed. There are now NO Terran technologies on tech tree at all after several new game attempts. Are these event dependent ? .
I might just give DW2 a break until coming mercantile update.
Perhaps I'm just repeating some stupid mistake over and over and need a break from it.
Looking forward to your mod and I won't give up as it sounds really interesting
Thanks re railguns.
I haven't got screenshots done yet but for 2 examples, Interval Pulse Hyperdrive (Extended warp field integrity) and Dual-Compression Fuel Cell (Experimental Giga Cell) . I had earlier game with more techs but file wiped . These do not appear in the ship designer even though I have developed the tech. Only the vanilla techs appeared in old game and now this new game. I'm suspecting there is some left over of the "X" mod interfereing even though it's deactivated, so I'm going to uninstall and physically wipe DW2 and do a fresh install. I'll post results of fresh install DW2.
No, ALL techs from the mod. I followed the instructions in the PDF. I must be doing something different or wrong as otherwise others would have reported it; unless some very recent DW2 update has done something ? . I'm thinking I might try a fresh DW2 install in case some old mod hasn't really been deactivated properly, (I was running "X" until recently, it's not active), even if verify comes up ok.
If you mean the technologies for the Stealth Cruiser:
You can only install them in this ship, nowhere else. I fell for that too. ;)
Thank you for your great mod.
The Galactopedia only shows the Races information for the four alien races allowed as independents. Is this intended?
I then figured I could do the same with your Terran Conquest, and now the the work is done. The total is 32 mods, including really huge capital ships. I tested it just now and the tech tree seems to be as it should be.
Here is the link: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3588204750
There is one Ultra Long Range drive and its for the Recon Cruiser only.
For projecting military power you should build Starbases.
For speed I certainly go for Equinox Drive.
Well, the different parameters of the hyperdrive engines have nothing to do with the mod; it's the same in vanilla.
At least for warships, I always use maximum speed. Fleets need to be able to move quickly, so energy or cost is irrelevant.
For civilian ships, however, I like to use efficient engines or the Quickjump hyperdrives. They're not supposed to fight, but to get the hell out of there, and preferably quickly.
In that case, flight speed is also less important.
Anyway, I’m continuing my game; so far so good, as they say. I’m researching a new warp drive and went for the Gerax v2. I’ve analyzed the different parameters of the four drives and I think they’re not quite balanced. The most important factor by far for me is speed, it’s a key element of efficiency. Jump range too. The rest a bit less, though of course a drive with low consumption is nice. In short, I think your four options aren’t perfectly balanced, and if it were up to me, I’d rebalance them a bit by giving more advantages to the slower drives, maybe an even shorter recharge time or a longer jump range. In fact, that’s one parameter missing: there’s no drive specialized in long jumps, too bad.
Also, since I read your manual, I went with the fixed non-hidden research option, but I find it less interesting. Is it really necessary?
All that being said, your mod is really good! Please take these remarks in a good-natured spirit.
I had actually read almost your entire document, believe it or not. I think you should have it parsed by ChatGPT or an equivalent tool and make it more focused, because out of the 31 pages, you give game rules but also various comments and digressions.
So yes, page 7, I think you need to go to Mars.
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3536887117/598534026474784519/
You can obtain the colony module with the ‘Basic Colonisation’ technology, which you must research separately.
You can find it under sensors.
That would fit the theme of the mod perfectly, as you are essentially searching for your old home world. :)