安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






I didn't upload that, someone else did.
I've stopped working on the mod. There's a couple people working on a new and improved version though so you might want to keep an eye out for that.
Either way the mod should work fine even if the launcher says it's outdated.
Do you have "Beautiful battles" or any other ship ai mods? Those aren't compatible with this mod unfortunately.
Oh, I guess I forgot to add those.
On a side note I'm still looking for someone to take over the mod, I just don't feel like working on it anymore.
The models are the same.
The initial level of Zeon tech unlocks the custom ships, weapons, mobile suits, and infantry attachments.
The researchable levels of Zeon technology just give upgraded weapons right now (post-0079 beam cannons, etc).
Do you have Beautiful battles, or some other ship combat rebalancing mod? That's probably what's causing it. Normally the MS get to point blank range.
(Haven't had the chance to fully play with this mod, but I'm looking forward to dropping colonies on the foes of Zeon!)
"Though i don't know if it's an issue but the Zaku II model dosen' appear when launched from hangers"
No idea. It works fine on my end, and it's not something complicated. Might be some bizarre mod conflict.
"as well as the basic weapons out ranging the beam cannons significantly"
This is weird because I actually made beam cannons have a longer range than most of the base games weapons. Normal lasers have a range of 10. Beam cannons have a range of 20, in exchange for less accuracy and a slightly slower fire rate. Do you have some sort of weapon rebalance mod activated? Either way I'll look into it.
"large mega beam cannon also seems to not do much damage, being outdone by standard beam cannons."
I added higher tiers of it which will be in the next version.
This could be due to some incompatabilities which can't be helped with some other mods.
I do hope you keep going with this mod though. really is a race that suits being in the game.
The Newtype trait should probably pop randomly in-empire, similarly to how the Meta- trait pops. Since being a Newtype is about adapting to space, it seems to make more sense that way than for the people who stay at home.
I'm pretty sure they're already slightly longer range than vanilla weapons.
@ HourLongPillow
"Is there anyway to implement Newtypes into the game?"
I could try making an even that gives a small percentage of the pops on your homeworld a newtype trait. As far as combat bonuses go, I don't know.
Good luck with the models, I look forward to the space colonies and asteroid fortresses. Is there anyway to implement Newtypes into the game? Like through policies and psycommu mobile suit armor attachments? When you implement space colonies is it possible to add a new trait to the pops on the space colony- Newtype?
I've been planning on adding models for the important MS, and most of zeons warships. The problem I have right now is that I can't model. I found sketchup files for some ships, but I just cant get textures to work right with them. At this rate I think I might have to just use MMD models and hope nobody gets mad.
Aside from that, I also want to add space colonies and asteroid fortresses.