Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In this mod the Author has added Turbo Laser's as a seperate weapons chain. Because of this your buffs to the base space stations do not effect the Turbo Laser equiped space stations. With a level 4 Space Station there is a 3900 point combat rating Difference.
Needless to say this makes building Turbo Laser stations kind of useless. So is there any way that you could make you mod compatiable the the above mod or help me to make a compatiability patch for the two?
I was looking at the mod files, because I was curious about the Crew Quarters module....
I wanted to check with you if you meant to put ship_modifer instead of station_modifier for this segment?
Lines 274 - 276 in zcc_a_spaceport_modules.txt
station_modifier = {
weapon_type_strike_craft_weapon_fire_rate_mult = 0.15
}
Because I don't think this effects the strike craft on ships, and I don't think the spaceport has strikecraft.... Just wondering
High-Capacity Power Generating Network does not provide any energy either, nor does it drain minerals.
I started the new game and Expanded Commercial Port works by providing +10% minerals, but I still don't see +3 flat Minerals production. (was 33 minerals before module finished, became 37 (33*1.1=36.3, rounded to 37, but should have become 40 if flat+3 worked.)
And I did wait for the end of the month, too.
More planetary effects mod maybe?