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报告翻译问题






That is working as intended. From the "Balance Changes" section:
"Eternal Vigilence --> Passive building platforms for free removed (Too op with thse platforms + eats up performance a lot, especially when AI takes that too) ; compensation --> Buffs to the base values of Eternal vigilence. (Still hard worth it with how strong platforms get to)"
```
on_enabled = {
custom_tooltip = ap_eternal_vigilance_tt
hidden_effect = {
country_event = {
id = country.2050
days = 180
}
}
}
```
I had a fleet of 6 ships, updated to the best technology, 2500 firepower, literally beated by a single ship of lower class of a firepower of 600.
I don't know.
AI Empres need tweaking/incentives to build ships .. they seem to avoid building because ships are so expensive now.
Infused plating and fauna are not scaled for this.
4.17(Lyra)
I think they either need a buff or the fleet power increase for each unit needs tuned down.
Thats my only complaint tho in my current run with this mod. Thanks for making it.
Early game, unity rushing. Neighbor is a bioship devouring swarm. I used unyielding and eternal vigilance and spent most of my alloys to build up a starbase on the chokepoint. This would normally hold them off long enough for me to build up.
Maulers fly straight to the starbase and take it over almost instantly, including all the platforms, game over.
I replayed the scenario a few times trying to find a balance of weapons that might counter them. Maulers are faster than frigates and PD doesn't work on mandibles.
Hangars seemed most effective, but it was still over as soon as they reached the starbase.
In a normal game some platforms might survive a battle, but with this mod the base dies way faster than the plaforms do.
Just curious is this intentional? Or are Maulers just an extreme counter to starbases?
@St0mpa you are absolutly right with that to write it here! Can you just tell me what exactly that is? Its an event where you can buy whips for 200 minerals? Or are they gifted? I need to know as much as possible so i can track that event and scale it propperly
@DoGy AUT i cant really do something about that as it would need another version. I never intended to do a longer battle version. Just thought it might work if you load asb after my mod. If it doesnt, thats sad but something only another mod would fix
@Symmatile @l0v3rm4n69420 theres no compatibility yet for those 2 mods.
@ellenweorc he? Wait what does the stormcaster have to do with this? Does it decrease firerate of your own ships? If yes i would have to disable that effect D: (i actually love to build those too for their totaly broken anti armor aura)
@Felipe idk what that mod actually exactly does but i dont think it will cause trouble from what it looks like 🤔
@Raven @Misery i have ti check again for the grey tempest. I was sure i put their fleet numbers down so they are fine but it seems they are atill too strong 🤔 i will see if i forgot something
@mick do you mean the astral fleet? Cause i cant get it to work. Either it spawns way too many op ships or it spawns none. I just want it to spawn a small amount but nop lol
Leviathans should actually feel vanilla. I can ofcause look if i might buff them.
What i can tell you is, the enigmatic fortress is a menace. My overpowered titan was able to shut it down from range without any trouble but when it reactivated next to m titan, it obliterated it in no time o.o
@John Shepherd N7117 im pretty sure i nerfed the fleet spawn of fallen empires. If i start a game. Their usual numbers are at the range they were bevor, aomething below 1m. And ehat they spawn in the game when awakening should scale the same 🤔 i will check again but pretty sure. Oh wait did you use my mod after you were already ingame? I change spawns with my mod. If you wnable it after they spawned their ships already. They will be eay too strong. If you use my mod befor. They should be fine
If you let ASB overwrite CA for longer battles the problem is the general ship_fire_rate_mult = -0.7 in static modifiers. The result is a negative -125% making them useless.