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But unlike than i still on active.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1967427346
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1380293767&searchtext=jump+gate
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=741194923&searchtext=isbs+living
That being said, would it be possible to take advantage of mods that add new ship classes? I subscribed to NSC (New Ship Classes), and that mod has almost every ship class that is in EVE, and then some.
Protip: Combine this mod with Human Fallen Empires and turn on their piracy system. It's really fun watching Capsuleer Freelancers and CONCORD DED kill the pirates that spawn. :) Makes the galaxy feel way more alive, and like the Capsuleers are accepting contracts on the pirates or that DED really is acting as an interstellar police force.
For a quick fix, you can delete the event "spawning_capsuleers.8" and it should work without any problems.
For the smaller creatures: I'll still have CONCORD attack them, since you should be in mid-game by then anyways
The corps will still attack them though as to make them more of a crisis but I'll make it so you can take it after you destroy them
Not sure if it's intended-
Example from my game : The CONCORD assembly(patrol fleet) killed (the rubricator) shard dragon. They also kill other big monsters(not 100 % sure here). They also attack the other (smaller)space monsters. They don't do it on purpose but while wondering around and go into a system with monsters, they kill them.
The problem I have with this is - They steal the relics/events/bonuses or don't even use them, the shard dragon example I made above - While I was building my fleet they just went there killed it and that's it.
If it was another empire OK. Then I can just raid their capital to take the relic back. But in this case ... I can't do anything.
I had a campaign with it installed but it no longer shows up at the 2.3 mod manager
As for the corps being too OP, I'll throw in a nerf and see how it goes, slow the spawn time and give them a modifier which reduces damage
First is after declaring war, they don't become hostile, still neutral. I get the warning popup saying it's turning hostile if I attack their station... but they never turn hostile, just dummy target that don't fight back.
Then there's the issue the constructor ship are on steroid... they spawn way too fast, and their speed of building outposts is almost instant.
Curiously enough my vassals who are in the war are hostile to them. However the capsuleer fleets are like crisis fleets, only way too fast to catch up... please consider nerfing their speed/reaction time.
Another issue is during great khan uprising, the capsuleer faction really likes to spam outpost in systems that are supposed to be captured by the khan, and somehow the khan isn't hostile to the casuleer faction who steal systems under them.
Can you please consider unlocking capsuleers in early game? To me this sounds like a perfect and flavored way of dealing with mid-game piracy, where trade values are up but before mass building jump gates. Give players the choice to invest in capsuleers so they can completely take care any and all pirates :)
I think this mod hast the most refreshing idea compare to many other relating to Eve Online. I'm really looking forward to see the updates!
Just making sure just in case