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This is basically the x5 version of compact fleets.
I would suggest regardless of personal taste, for ease of use, to make every x5 to maintain statistical scaling accurate to vanilla.
Do not let anyone tell you the changes are too far, or not enough etc.
If it is kept at a specific hard range, x3-5-10 whatever it scales.
Folks simply need to get used to not building 10 ships but 5.
Again I hope you keep working on it. Its a great alternative to compact fleets x10 idea.
It seems if I use this with say Ethics & Civics: Bug Branch, using the War Cult / War Council civics give me commanders instead of politicians, which give naval capacity.
Instead of 4 at the start I can start with 32, even if my fleets are only 4 strong, and that seems... like I'm too strong. This isn't your mod's fault ofc but I was just curious, I suppose.
I am curious though, LLMs like ChatGPT are now quite good at editing large blocks of text, perhaps uploading the relevant definition files and asking an AI to multiply each value by 3 is feasible.
Also, not having the damage buff be proportional to the hull HP buff messes with disruptor balance.
At first, I did try having everything just 5x across the board, but I didn't like the feel of that. The current values seem to get fleets' *displayed* power to be about equivalent to 5x that many ships in a fleet in vanilla.
As for changing base component stats instead of using modifiers, while I agree that would be a more robust approach, I don't have the time or inclination to manually edit that many entries.
- It seems you are buffing ship damage by applying a generic weapon damage buff. For people like me who love long games with repeatable stacking giving 500%+ weapon damage, this hugely dilutes the effects of the mod. Would recommend changing weapon base damages instead.
- Naval capacity increase from strategic coordination centers remains unchanged.
Sadly, the mod is not tested and developed with other mods in mind so there are a lot of conflicts is understandable. But great concept anyway. I uninstalled the mod because it wasn't compatible with other mods I like and usually either the Fleet counts of some mods are over 100 or sometimes an entity of one of these mods are still within 100 cap size but they will have crazy number of power like you will need 50 to 80 100-cap fleets to fight them which really defeats the purpose of this mod altogether and a nightmare to manage real-time.
And this also applies to Fallen Empire AM/BPs, so this issue would be present from game start.
I encountered the same bug with Juwatu, but I'm not sure if its because the save I played was started before you nerfed commanding presence.
My goal wasn't really to improve performance. If it does, cool, but I just wanted individual ships to feel more impactful.
If its not much trouble, maybe you can tune down the amount of ships gifted by events, artifacts, and origins? I don't think the added cost balances them out that much.
I don't use many mods myself so I can't advise.
Question though: Assuming you play with your mod on, what other major mods do you use? Just checking for compatibility. I'd assume any ships added by other mods would need a patch?