安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Still playing my 2.1 game slowly, and would rather wait for few bugfix patches to arrive after a major patch like that.
> I'm want to add strike craft to my weapons mod. Instead of using vanilla as a starting point I want to use your mod as a start. That okay?
Yeah, perfectly fine, with or without attribution of any kind. Github repo should have WTFPL license in it, I think.
Good point about adding some kind of license link here, actually...
@Doc
> Noticed that the starbase hangar strikecraft don't upgrade on their own.
I think it's a known stellaris issue that starbases only upgrade under certain strict conditions or timers, or at least that was the case when I played few months ago.
Would suggest checking forums for how that works - pretty sure people figured that right after 2.x update - and maybe look for a workaround or a mod that forces such upgrades more often, which should be compatible with this one.
# In initial balancing was done based on mk-fg's mod Strike Craft as Fleet
# Support because I was in the middle of a game and decided I want strike craft,
# but didn't want to commit heresy by using the normal ones, and was too lazy to
# put much effort into it. I just wanted to get back to my game.
# I litterally copied and pasted the variables from that mod into this, and went
# from there.
The mod in question, by the way, is Wrath of the Goddess. Hence "heresy".
Iirc they were pretty powerful despite being slow, so probably not for chasing corvettes, but rather something close to torpedoes.
Though again, didn't really test them now, maybe outdated knowledge from ~1.6.
Only seen researchable amoeba fighters myself, didn't see others (yet?).
Definitely don't want to add any new techs or fighter classes here, if that's what you mean - no reason to do it here, as it can be done in a separate mod, which shouldn't conflict with this one.
Also, don't think there's any room for more general-purpose SC, as these 3 (circa PD ones) already cover all tech tiers.
SC for different role can be added, but dunno which one - I'd say there're redundant weapons in game as it is (esp. among large ones), no point adding more.