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Thanks for very nice mod!
Thanks!
Coolio. Thanks. I'll check them out later and report back to you
In fact, this is not normal. For some reason, normal AI ignored the warning of the Knights. I will try my best to fix the vulnerability left by the first author in the next few days
I am powerless in this matter, there is no means to prevent the ejection of quantum slingshots and the AI from diverting the fleet away,including the L star cluster
Well, it sounds like it's because of the first author's design, he didn't do any difficulty classification (or maybe intentionally), and I don't know all of the first author's plans.
In the coming days, we will attempt to modify this issue, as well as the question of the AI Empire building outposts next to the Knights.
The problem with the pirate fleets is that their power is static. 23k about 23 years in is virtually impossible to deal with, just mustering a fleet by then at about 2k is a tall order.
Conversely however that spawned pirate fleet also stays always at the same 23k, even much much later when that same 23k is barely the slightest bother. In other words the power scaling is completely missing. Far too strong early, and completely laughable later.
Apparently the xenophile faction (supporting_criminal_groups/wula_fallen_empire_xenophile) can cause insane crime/marauder groups to take over player systems, these always spawn at around 23k fleet power and can do so as early as year 23 which makes them impossible to deal with without external help.
好的有时间我就进群
刚刚看到骑士团母星是个黑洞,我才想起来上一把情况是试炼之地的恒星没了疆域也没了,但是依然有个形同虚设的哨站在那挂着,而且电脑可以强行扩建上去产生疆域,叭,骑士团没了(