Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
Personally, I'm nerd enough to use them for mining mainly. Because it's the logical RL use. But I ain't telling people how to run their games. I don't know if asteroids carry helium3 like moondust does for generators and I presume you can do low-g farming inside an hollowed out asteroid (but water dependency might be an issue)
If I am able to, and I don't yet know the new code so no promises, making it so you can pick freely what to build in those 7-15 districts might be possible.
It might add some needed flexability to the AI which might not understand the concept.
Asteroids would have mining/housing districts only to replicate their support of asteroid mining in general. Their only real use.
Using a mod that modified the colony debuff on research to counteract losing the Low-G Research building would be easier than importing the building.
If I have the skills, I might as well throw in barren and frozen world colonization as well.
But! What am I missing. What would people want to see a 'new' Belt mod?
I tried making a mod similar to this, but my problem was always the graphics and making them work. I don't know if tile-less asteroids makes it easier or harder to code for.
I might have a look at your code during the holidays, see if I can understand it.