Cài đặt Steam
Đăng nhập
|
Ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
Is there a possible mod conflict that could cause this or has anyone had the same issue? (not using any AI mods)
I am willing to learn from the best how to make a proper compat though.
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...