Instalează Steam
conectare
|
limbă
简体中文 (chineză simplificată)
繁體中文 (chineză tradițională)
日本語 (japoneză)
한국어 (coreeană)
ไทย (thailandeză)
български (bulgară)
Čeština (cehă)
Dansk (daneză)
Deutsch (germană)
English (engleză)
Español - España (spaniolă - Spania)
Español - Latinoamérica (spaniolă - America Latină)
Ελληνικά (greacă)
Français (franceză)
Italiano (italiană)
Bahasa Indonesia (indoneziană)
Magyar (maghiară)
Nederlands (neerlandeză)
Norsk (norvegiană)
Polski (poloneză)
Português (portugheză - Portugalia)
Português - Brasil (portugheză - Brazilia)
Русский (rusă)
Suomi (finlandeză)
Svenska (suedeză)
Türkçe (turcă)
Tiếng Việt (vietnameză)
Українська (ucraineană)
Raportează o problemă de traducere
---
Also just patched:
* Lowered balance option building upkeep cost from 2 to 1
* Some fixes to galaxy gen deposits
* Fixed mining nexus building from appearing in the wrong zone
* Updated some more modifier bonuses
* Adjusted a few trade modifier bonuses
* Lowed building cost modifier bonuses
* Updated all survey events megacorp option rewards from energy to trade
* Adjusted materialist survey event reward options so they are more likely to give a smaller science deposit
* Prevented tidally locked modifier from appearing of PD or Real Space mods are detected
* Restructured start menu options in Feature Options and QOL options, also added an option to disable coloured planet names.
See changelog for details
That did it. Thank you!
Would your mod work without adversely interacting with these 3 mods that also touch on precursors/archaeology sites?
1) 'More Precursors' in kroun's Workshop - This mod adds 3 new precursors.
2) 'Prevent AI from Discovering Archaeology Sites...' and its sister mod,
3) 'Disable AI Archaeology... Exploration' both in 小咕咚's Workshop.
I'm considering to use one of the two to allow me to complete a precursor chain, which is often hard to do.
Any insight how well or bad the interaction of your mod with the above, would be much appreciated!
if you're also playing with other big mods like NSC it's recommended to also use the modifier mod. It's not needed if you just play with my mod and most other mods. I'll add it to the description
what and where is this?
Deposits were toned down a bit in my previous update, it might still be a bit too RNG dependent but ill see in time.
Maybe if using the balance option, just give everyone a flat 25 income bonus for food, minerals and energy so they can start the game.
And yeah, its insane how many resources there are. Pretty much every star system has lots of minerals, energy + a bit of space food.
Maybe it could just be labelled JWT on the map so as to not be as visually distracting?
Since I don't see a Compatibility Section here, I wonder how good your mod would interact with these mods that also touch on precursors/archaeology sites:
'More Precursors' in kroun's Workshop - This mod adds 3 new precursors.
'Prevent AI from Discovering Archaeology Sites...' and its sister mod, 'Disable AI Archaeology... Exploration' both in 小咕咚's Workshop. I'm considering to use one of the two to allow me to complete a precursor chain. Almost always, I miss an precursor site which is located in another empires territory.
Any insight how to use your mod with the above, would be much appreciated!
turns out steam and/or the paradox launcher just chose to not update it. working now. thanks for the hard work man!
Honestly I want the AIs to be a bit stronger in the mid-to-late game.
Up to you really :)
But the rest is very nice and I'm happy the mod is ready for 4.0.