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Αναφορά προβλήματος μετάφρασης
In the meantime, some statistics - right now, the english localization file is :
- 514 413 characters
- 43 387 words
- 6 830 lignes
- 524 168 octets
In a novel format, that would be over 130 pages (at 325 words per page); about the size of a short adult novel.
English isn't my mother tongue, but feel free to fix the localisation file.
Shouldn't come from my mod. RNG is probably bad, for you.
You can try to check if they generated by using the console command (survey, for example)
Details in the changelogs as usual.
This and Armada Initiative bugfix are both coming in the next update.
@ThePionier
You were right, there was a bug : the malus was actually never in effect !
@NuEvE
As @Stepover34 answered, you have a very costly society tech option now.
I will have to rewrite the whole event chain (again) for the next 2 DLCs :(
It seems that since the last mod update the error with the Civic: Armada Initiative has appeared again. the modifier appears even though I'm not over the limit yet, could you take a look?
I also noticed that the perk "Forgotten Treasures" has no name and is not displayed in the list of perks. The perk itself is there and can be selected.
And honestly 4.0 is giving me the urge to play vanilla for the first time since before 2.0.
Guess I'll be relearning the game twice this May.
I don't use that mod, but from what I see on the Steam Workshop page:
It's not up to date ? Seems to be for 3.13.
I don't overwrite the ownership_limits / ship_of_size_limits vanilla files, so we shouldn't conflict.
Have you tried with only our 2 mods activated ?
@VI6 D DARK KING
89%
There's 2 phases:
"Woaw, that looks so cool !", and after a second of realisation "Wait ? I will have to rewrite all the species traits, every X and Y modifiers, will that Z part still works ?" *Worried*
Or are you just iching for the possibilities?
May not help for an ongoing save; could always leave the federation.
Resources gained from civics, AP and Power Projection will be shown as such in the resource tooltips (exemple for Unity, under Produced: Ascension Perks: 200)
It works using 2 capital Deposits; for on-going save, wait a few years for those to appear.
It won't increase the MAX building slot, but the minimum. A citadel won't gain anything; but a starport will profit a lot.
Same with any modifier giving +1 building slot for maxed planet. I play with more building slots, so I could also gain an useless modifier if I already maxed a planet.
@Envy
If I remember the code for the orbital rings, it check for orbital ring tier 1, 2 or 3.
If you have a mod using another tier, or being another megastructure, it won't work.
Yes, I did a pass on some AP to clean their tooltip.
no that extra starbase slot means absolutely nothing for a maxed out starbase you still get 6 module slots and 4 building slots
Although are you playing this post Wiirlak's recent update because I'm not sure if they edited Durasteel Curtain at all in recent times but as recent as a couple months ago that specific ascension perk and it's research was being buggy
specifically the research providing orbital rings with free defense platforms doing nothing
(when I went to double check my memory on which part of it wasn't working by loading up the game I did find Durasteel Curtain's wording was changed and cleaned up and now shows what researches become available which is very useful but it is now up to Wiirlak to tell you if they changed the code of the ascension perk or not)
Assume you play vanilla with this ascension perk and you research them. Your starbases will get the +1 module/building slot. However, when you've maxed out a starbase, will it just have the vanilla max building/module slots or will it be +1/another value?
Basically I'm wondering if it exceeds the natural limit of the highest tier, or if the bonuses are lost when you've upgraded the starbase to the max. And then the technologies basically mean +2 building slots when all your planets are already 12/12 or sth, do you see where I'm going?
This could very well simply be a very basic game mechanic that the extra slots don't get added when you're already at capacity, I'm just wondering.
I don't use this mod, so I'm not sure, what's the problem ?
The technologies are bonuses to starbases (even outpost tier) as long as the Stellar Bastion tier is considered a Starbase; that should cover it too.
How, if even possible, would I be able to make a compatibility between these two?
Let's blame Paradox for having a planet class black hole, and a star class black hole :x
Glad you can enjoy it :)
meaning it is now compatible with other mods like Gigastructures which is great
A shame you can only get a few per run ?
Well, now with some tech you can increase the quantity that you can get !
(Written in the concerned AP tooltip; except for the vanilla Archaeo-Engineers)
Requires a new game for the malus to start through.
Then it seems that something has been changed by Paradox, the modifier appears for me and it is also calculated.
Unless something has changed from Paradox, this malus is only applied when OVER the cap, so you should have no effect while under it.
a question about the Civic: Armada Initiative
The tooltip says:
The Starbase Upkeep modifier ONLY applied when being OVER the Starbase Capacity
Will the modifier still be displayed even if I am not the capacity?
Because I have 1/3 of the Starbases and it is still counted against me.
I also cleaned quite a few AP tooltips, enjoy :)
You can completely choose which storm to spawn if you use the Spy OP.
I don't use Gigastructures; too big/different from vanilla for my taste.
But I can add compatibility.
If you have more _ruined megastructures; maybe permanently_ruined ?
I can also use every habitats/gateways type.
@Stepover34
Isn't there a Decision ?
is_megastructure_type = kugelblitz_ruined
is_megastructure_type = stellar_ring_habitat_ruined
Ingame, when checking empire, the AC has no tooltip btw.
A suggestion regarding the "No One's Home" AC perk - some Gigastructures compatibility?
I've added these manually, just gone through the Giga's megastructures folder and checked for _ruined bits
Came up with this:
is_megastructure_type = aeternum_planetcraft_ruined
is_megastructure_type = yggdrasil_orchid_ruined
is_megastructure_type = ehof_presphere_ruined
is_megastructure_type = neutronium_gigaforge_ruined
is_megastructure_type = orbital_artificial_eco_ruined
is_megastructure_type = macro_test_site_ruined
is_megastructure_type = atmosphere_shredder_ruined
is_megastructure_type = particle_accelerator_ruined
Not sure if this is enough for it to actually work.