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Currently, they can be produced in unlimited numbers, which seems a bit too strong and also detracts from the special and rare feeling.
I think a patch to adapt it to the Downscaled Ships mod would make it a more perfect mod, don't you think?
Not sure if it is just the localisation that is missing or if the modifiers don't work either (but I can certainly test it if you'd like).
component_slot = {
name = "SMALL_GUN_01"
slot_size = small
slot_type = weapon
locatorname = "small_gun_01"
}
they now would be written as:
component_slot = {
name = "SMALL_GUN_01"
template = "small_turret"
locatorname = "small_gun_01"
}
I can dig up a full set of the template values if you'd like?
And yes, I plan on updating this, as soon as I fix my launcher issues. None of my local mods are showing up.
20 corvettes with vanilla computers will not be able to kill the dragon.
Yes, for the dreadnought it is not so important - a fat body and good damage allows fight standing still. However, flexible choose tactics, regardless of the settings of the ballistic computer ...
That, and it's over a year out of date.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=790455347
This one only has the vanilla dreadnought GFX. The other one has other, modded ones.
Yes.
I have not explicitly tested, but I see no reason why they wouldn't be.
1-Even after destroying the dreadnought and adding it to my fleets, do I still get the tech?
2-What is the different between this 'vanilla' version and the other version you have? Both of their respective descriptions mention pretty much the same thing.
3-Can the AI build these?,
4-Are they available for federation fleets?
And continuing on the research line, it sounds like that one is worse for balance, since you don't have to do anything to actually get the dreadnought beyond killing and picking that option.
How so? It looks like the only difference is that theirs are spread across 2 sections rather than 3 (As you said), which isn't a difference at all. That and it limited you to 10 total for whatever reason. Mine does indeed not have a limit, but it also requires 50 more naval cap per. (Technically, it has a limit of 100. But you need 25000 naval cap to get there, so...)
>The only 'research' you needed to do was for the computer, which was tied to physics, which is a better balance for required research, since you already run into repeatables there too soon.
I believe my dreadnought cores are in there? If not, they probably should be.
See, it really doesn't. My mod also allows you to get the Dreadnought normally, and even gives you a tech weight boost if you salvage the dreadnought. The only thing scrapping it does is give you the tech as a research option, with 20% progress. Not even close to just giving you the tech.
That and that requires overwriting the event, which may conflict with other mods that change any of the leviathan outcomes.
Well, aside from the fact that they do, as you have many different options for sections with varying sizes of slots, Engineering also has the least tech of the 3. I'm not sure what else you would have me do. I'm intending it here to be something that you can get if you want. You could even choose to not get them.
I get your point of separating it out, but you are literally the first person to complain about it. In the original version of this mod, that got way more subscribers than that other one you linked, this was a later feature. Nobody complained about it, I think there may have been one or two that even said something in support of it.
By what measure? I didn't give one.
> Yours also look terrible in the designer. spreading them out to 3 sections and making them comparable to Titans, maybe slightly better
I copied the slots the dreadnought has, and spread them out over 3 sections because that fits better in the designer. Otherwise it covers the ship, and spreads into the middle of the designer window. They have 1.5x the slots titan do, IIRC.
>You talk about missile dreadnaught, even though it is underpowered when you already have a hull dedicated to fighters?
I fail to see why using meta knowledge here brings any benefit. In your next comment, you even talk about RP, but here, you're just brushing aside someone wanting to use missiles for the sake of using missiles.
That mod added a third option to the death popup. Repair, breakdown for scrap, or giving you engineering research and the ability to build a 'less powerful' replica. This feels better rp wise, and give you an actual choice. Yours is a given of more resources and ability to build your own. The segments from it were also better balanced. The only 'research' you needed to do was for the computer, which was tied to physics, which is a better balance for required research, since you already run into repeatables there too soon. So pretty much all of it. It is more polished that what you presented.