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翻訳の問題を報告
The mod team otherwise is doing amazing work as usual, but it feels like the Strike Cruiser could use *just* a little extra power not coming from the Aux Reactor components so I don't have to start teching *down* from T3 sublights and sensors tech, much less the weapons tech being downgraded as needed.
AncientGatekeeper - I tested this a couple days ago, I was able to click on the slot and select any level of cloak, so I can’t say what’s happening on your end unless you’re using an NSC compatibility patch that hasn’t been updated.
For those of you who have greyed out ships - turn off all mods except NSC and UIOD and test to see if it’s working. If it is not working, follow the steps on this page to reset the mod. If it does work with only NSC, you have a mod conflict. I was testing things yesterday and this bug is not happening when I use only NSC and UIOD.
AncientGatekeeper - Yeah, we’ve gotten dozens of reports of Steam not wanting to update files properly. Might need to unsub/resub several times.
Should I resubscribe to the mod?
Need a way to differentiate between different explorer classes
We don’t have any plans to make the Explorer aux components available on the science ship, that would kind of defeat the reason for the Explorer to exist.
And is there a way to get the explorer Aux components to work with the science ship? Or will it just be the vanilla stuff?
Civilian ships start on line 1188 with the Constructor. For any ship you want to design, simply scroll through their code block and remove the line that says "is_designable = no" and that's it.
I’m not too familiar with the coding of game
zuozuozuo - I don’t know, I would need a lot more information to be able to answer your question.
Dream idea is to have the swarmers be given a component slot that has unique "fleet receiver" items, while the interceptor be a "transmitter."
Ghost_Dance - That shipset was included in NSC until the author updated their copy on the Steam workshop, it’s called the Machine Shipset (look for a lot of purple in its image).
kequilla - We’ve already added a weapon to test this new feature, it’s on the strike cruiser and called the Hyperdrive Scrambler or something similar. That weapon actually stops enemy ships from jumping out rather than supporting anything, but we are planning a new support ship for Season 2 that will utilize this. Nanite ships are on the Season 2 list too.
Angelis Mortis - I was just doing testing on the mod last night, there are no issues with the Strike Cruiser when I used only NSC and UIOD. Either your mod files have not been properly updated by Steam (has been happening a lot) or you have a conflict somewhere.
Cause I don't see it under the A slot in the ship designer.
And I'm pretty sure I've got all the cloaking techs.
Since this was mentioned as fixed recently
I've checked my load order and re-downloaded the mod completely.
@FewHer is not only about planet management... same shit AI do with Starbases and then instead of building shipyard they spam one useless building in whole Starbase... and its useless.. like whole management of AI is broken...
Rasputin - I’ve seen a few people reporting similar issues, and some aren’t using mods at all. Nothing you mentioned is edited or affected by NSC, so there’s nothing for us to fix in those areas - we have no control over how the AI does things other than we tell them what percentage of ship types to build, which they seem to totally ignore. I’d give Paradox some time to iron out the 4.0 issues, it really has been a bit of a mess.
5.I’ve played two games since the patch—about 90+ hours total—and I haven’t seen a single strong nation useing ships from the new DLC.(Though I understand this might just be a balance issue. It’s not my biggest concern.)
I'm posting this in case someone can offer advice or is dealing with the same problems. I love this game and this mod, and I really want to play, but right now it's very hard for me to enjoy the game.
3. AI is bad at planet management. Many AI empires mismanage districts badly. Some planets are filled with city districts only while others planets have zero district builded.Some planets looks fine. Building placement feels random, and even on Grand Admiral difficulty,
most AI empires have poor economies. Only 2–3 out of 30 nations seem to get lucky and succeed, but only because they was more lucky. (For context, I didn’t enable Advanced AI starts—everyone began equally.)
4. Something’s off with the research system. Especially with ship weapons and armor techs: sometimes I’m offered higher-tier research options without having researched the lower tier.
Sometimes I see both level 3 and level 4 armor research/weapon research at the same time.
Hello, and sorry—this message is going to be long.
First of all, I love your mod and never play the game without it. I’ve spent over 1,200 hours playing, mostly just for fun from time to time. However, after this patch, my game is completely broken. The longer I play, the more issues I notice. I'm not sure if the problem lies with your mod or the game itself, but I wanted to share my experience here.
I’m using the following mods:UI Overhaul,!Better Performance,A few small mods for extra trait points.Nothing major. Everything is in the correct load order.
Here’s what I’ve noticed:
1. In game colonization seems to be sometimes stuck at 0%. I see that often.
2. AI behavior is completely broken. If the AI loses a shipyard during a war, they often never rebuild it back. They just sit idle, doing nothing for 50+ years. I’ve seen this happen with both regular shipyards and beastports.