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For constant fast progress it is better to use Cheat Dummies.
Мк1 работают так, будто перс занимается трудом, использующим этот скилл. Типа, руду копает, или доспехи делает - только для любого скилла.
Мк2 работает по принципу тренировочных манекенов. Они побыстрее скилл качаются.
Насчет поднятия капа для Мк1 не уверен, что сработает. Не помню уже, как это в игре ограничено.
Мк2 с поднятием навыка точно быстрее будет скиллы качать, из-за настроек функции получения опыта - там чем ближе к прописанному капу, тем медленнее тренировка.
I haven't heard of any such problems.
Спасибо ! :)
Если с кликабельными ссылками на основные моды - можешь использовать.
Привет разрешит автор взять мод для сборки? Если я значения поменяю автор не обидеться ? :) Да и Auto-Doc хотелось объединить с этим модном. А еще хотел спросить.... что бы разрешения не спрашивать по 150 раз разрешит ли автор использовать его моды?
Естественно с указанием автора и мода и ссылки сюда же ! Спасибо!!!
It's okay.
Я уже давно не играю в Кенши. Может, кто-то другой сделает.
Можешь сам отредактировать статы в FCS, изменив кап тренировки для MKII со 100 на 1000, или еще выше. Стартовая прокачка будет проходиться очень быстро.
Основная мысль была в том, чтобы ты собирал ресурсы и качался, как обычно.
А эта штука - для подтягивания следующих персонажей до уровня основного. Ну или до уровня, когда они не будут отлетать с пол-пинка.
Experience is added, just very slowly.
There's an Gaussian dependence - the higher the level, the slower the next one is gained.
It's vanilla behavior, this is how the game works for almost all skills. That can't be changed, as far as I know.
The logic of training devices is added on top of this - the closer your character is to the cap that the device provides, the slower the experience is gained.
You can change this by editing the mod in the FCS.
Then a significant experience gain can overcome the base dependency. But be aware that this can easily break your character. Because after a cap (Gaussian dependency, remember) the amount of experience for the next level will start to decrease .
Well, that's as far as I remember the logic of the game. I could be wrong, or the developers could have changed something - I haven't been following the game for a long time.
Oh, to be honest, I don't remember exactly how it was done. It was so long ago.
The difference between the MK1 and the MK2 is that the MK2 works like a regular training dummy, while the MK1 works like... A workbench, or something like that.
In MK2 the character's skill grows same as during training with dummies (speed is determined by the maximum level that can be trained), while in MK1 the character's skill grows same as when using a "workbench" type objects (crafting stations, for example, but for any skills, not only crafting).
Can't remember.
Atlas may have changed something when added it to Genesis.
Like, make this technology only available through blueprints.
I have created and submitted a Japanese language mod.
If you have any problems, please contact me.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2859741823
Yes. All skills.
I don't know of any mod that actually changes the experience curve.
All the mods I know that increase a character's max stats are crappy mods with custom starts where the character is already given super-high stats.
Getting such a character by in-game methods is almost impossible.
Theese arrows. [imgur.com]
Yes.
Use the arrow buttons next to the building name.
Only vanilla common CPU will work.
Not damaged, not named\unique, and not added by a mod.
In order not to create 66 different buildings, and not to clutter up the list, I put them in two basic groups.
Use the arrow buttons at the top-right side of the build window.
Nice work! It is always niсe to see friendly-lore mods that will make the game more varied
You can research them.
MkI research cost not so much, and process is balanced by slow speed and high hunger rate.
MkII research require AI core, 5 tech level, and for building each device you need a CPU.