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
Good to hear. Have fun.
You need UI-Overhaul Dynamic installed to run SBX.(see REQUIRED ITEMS above).
It can be the case that Steam did not update it properly. Un-sub and re-sub to it to force Stean to update UI-O.
SBX runs fine with 4.1. I've tested it with my full mod-set active and no problem at all.
The production modifiers should work for all shipsets as they are universally valid as long as PDX does not change their scope.
3.) I mean that, there are modules which boost production of certain ship classes such as corvets or cruisers. I was wondering how those translate to bioships, or space fauna if they work with beast ports.
Preliminary remark:
Starbases can’t be designed like ships in the designer by default.
To answer your questions:
1. The default modules (displayed when you hit the "?" in the command view) are modified and stronger than in vanilla.
They update according to the tech (starbase- and tech-level) you research. Those can't be actively designed.
2. Due to the amount of modules and buildings available in SBX you are able to "design" the individual layout of the starbase and to specialize them but there are limits to the amount of modules you can build(e.g. 2 T weapon modules only / see tooltips).
3. There are no shipset restrictions for the shipyard modules.