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Hi!
Thanks for the idea! That's a good point.
The building doesn't require technology. It works only on the empire's virtuality parameter.
Hi!
If I understand vinni341 correctly, the Giga mod has changes for virtuals and it's likely not working there. I'll see if I can make changes for the Giga mod in the coming months.
Family circumstances prevent me from returning to the mod for now.
Everything should work fine in vanilla. There were no changes to this mod in 4.1.
But it will be more helpful for others if you may post the screenshot of this new building with its effect, and screenshot of related tech if applied on the workshop page.
Отдельное здание в столичной зоне. А так да. И плюс дебафф со временем чтобы расширение не оставляло мега бонус виртуальности на постоянной основе.
And I guess I missed what the purpose of the debuff is. Since it's to the total and not per-planet, you can keep building planets with the virtual core in them without them affecting the final value. So you're essentially forced to go wide, but you can do so very quickly. like that too!
Also it looks like Gigastructures modifies the virtuality bonus calculation, so I'm going to see if I can make my local download of your mod work with that. Thanks for the replies!
If you look at the code, you'll see that all the parameters modify the virtuality bonus for a race. The core doesn't change the bonus itself; it's a flag for the production multiplier with upkeep costs. Perhaps I could create some formula based on the number of buildings. I don't know. My modding skills aren't very good yet.
As for balance, it won't be negative. We'll get 0.5 of the base value. For example, if the population produces 10 energy, we'll get 5. Yes, it's not perfect, but it's the first thing that came to mind. It all comes down to an infinite population and many other bonuses throughout the game. I'd at least like to reduce the virtuality bonus to avoid overpowering it.
Regarding your issue with the bonus, perhaps other mods change the virtuality_concentrated_production_mult multiplier? It's a base game parameter. I'm still experimenting. I haven't yet tried to isolate the code into individual parameters as much as possible.
Yes, but at the end of the game, one ring generates 10,000 energy :D I think that's a lot. I'll think about it after the next games :)
My idea: if we have an unlimited population, we need to create more colonies to support it. More energy, maybe more steel and exotic resources. We shouldn't endlessly dominate races that reproduce normally.
There was no difference in this value as I built new virtual core buildings either. I have it set as the 3rd to last items, just before Shader Merge and Universal Modifier Patch.
Let's see how it goes!
The base job efficiency % increase from virtual is 150%.
Every 5 years after mid-game, that number is reduced by 10%.
So (if using default settings) by year 2375, that bonus is now 0. This is while having no (or maybe 1) planet, by the way.
I like the idea of diminishing returns once you get further into the game, and great job trying to add some balance to it, otherwise you could build a dyson sphere and have a massive number of colonies. But I think that the bonus turning into a negative as time goes on feels more frustrating and scary than balancing. Maybe something where the number of virtuality you build start to give diminishing returns? Like the first few give you 25%, but the next few give only half that, and so on.
Good luck, this is a really cool mod and a necessity for any heavily modded play where you're forced to go at least somewhat wide.
How does the debuff work, exactly? Each planet counts as 0.1 more every 5 years, but maxing at 0.5 if you have the building by the end game? That sounds like it's worse off this way, is there a way to disable or configure how strong the debuff is?
After mid game year, virtuality will get -0.1 for production buff every 5 years (100 years summary). Summary bonus will be -0.5 if every planet have special building.
I create this because in end game my productions have very big numbers :D
The mod is not configured for AI at the moment. If the AI doesn't have virtuality, the mod won't affect it in any way.