Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
I am running it with no problem at all
Even with a heavy mod load, this runs normally
Last thing i can think of is that the heavy hangar bay module uses the icon of the trade hub instead of the strike craft module, which isn't too big of a deal but it can be confusing when trying to find it.
I really didn't understand why we could build ion cannons around our bases but not as part of the actual base, and the fact that you can only build 1 T weapon module per base prevents it from being too op.
What i love is that the heavy modules give +2 trade protection range, which means you could theoretically fully cover a sector with a starbase in it's capital with 2 heavy modules, instead of 4 regular.
Something i am concerned about is balance though:
A heavy hangar bay only costs 200% as much for building and upkeep, but instead of giving 2 hangar slots it gets like 5 or 6.
What about other mods that affect the AI (eg. Starnet) or mods that add weapons (but NOT touch the starbases)?
Thanks in advance
[04:13:01][persistent.cpp:35]: Error: "Unexpected token: has_starbase_size, near line: 76
" in file: "common/section_templates/eac_starbase_modules.txt" near line: 76
has_starbase_size >= starbase_starport
Vanilla seems to do it like this:
ship_size = starbase_outpost
ship_size = starbase_starport
ship_size = starbase_starhold
ship_size = starbase_starfortress
ship_size = starbase_citadel