Installa Steam
Accedi
|
Lingua
简体中文 (cinese semplificato)
繁體中文 (cinese tradizionale)
日本語 (giapponese)
한국어 (coreano)
ไทย (tailandese)
Български (bulgaro)
Čeština (ceco)
Dansk (danese)
Deutsch (tedesco)
English (inglese)
Español - España (spagnolo - Spagna)
Español - Latinoamérica (spagnolo dell'America Latina)
Ελληνικά (greco)
Français (francese)
Indonesiano
Magyar (ungherese)
Nederlands (olandese)
Norsk (norvegese)
Polski (polacco)
Português (portoghese - Portogallo)
Português - Brasil (portoghese brasiliano)
Română (rumeno)
Русский (russo)
Suomi (finlandese)
Svenska (svedese)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraino)
Segnala un problema nella traduzione
invincible as long as you build a hangar in the spaceport as the aircraft's engagement range reaches the end of the system!
It does remove SiS inherent incompatibility with modded weapons, but unfortunately it does make it incompatible with all usages of ship_weapon_range_mult modifier. The end result is not terribly pretty and is not worth uploading, but still it's an interesting direction to think about.
@Jolyne doesn't seem so. But you can take behavior files from NSC and edit them yourself.
What happens with too large values is that your ships spend most of their combat time avoiding "collisions" with each other (even though visually they aren't even remotely close, because real space scaling makes them really small).
Pls, fix reinforce time.
I ordered reinforcements for the fleet in 5 jumps (~750 days on tier 1 technologies) and it was 7 years
helphelphelphelphelphelphelphelphelphelphelphelphelphelphelphelphelphelphelphelp
With both the hard and lite versions of this mod, specifically attacking starbases just doesn't progress at all because of ships slowing to a halt before they can get into weapons range
it actually makes capturing systems take a long time because the carriers launch low damage fighters and you need to wait forever for your fleet to get into weapons range to use their guns