Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
just bio-ships... especially at the start, because of the firing range they behave... to put it mildly "ineffectively". (with these "mandibles" I want to use the "charge" tactic, so that they just fly up tight and "eat")
I think part problem is to do with the the hyper drives.
I believe ESC may already include support for this mod's AI behavior, but I'm not sure.
If you select a computer with an AI behavior and a further "ai behavior" component, I don't know which takes precedence for the actual behavior.
Thanks and Thanks!
It was the 'ai_ship_data' thing that confused me to thing it was your mod's doing :)
Thanks for your time.
ai_ship_data is a new section added in 3.4 "Cepheus" - it moved from country_types. It helps the AI figure out how many of each ship type it wants to have, based on its overall naval cap. The resources section is related to ship cost and upkeep. It seems there may be a syntax error somewhere and your game is reading things incorrectly.
This is what I see when I load only the 2 AI Behavior mods: https://www.screencast.com/t/cjfBwSRLxIb3
Buff out Leviathans
Advanced Ship Behavior Modules
Advanced Ship Behavior Modules: Revisited
There is nothing else loaded except the mods mentioned above in that order.
Thanks
( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2592632503 ) in that I'm getting two additional buttons in the Ship Designer with the names 'Resources' and 'ai_ship_data'
From what I can see, the other mod uses only the files 11_leviathans.txt and 13_distant_stars.txt. Those files don't seem to be used by "Advanced Ship Behavior Modules" nor by your mod.
Only those three mods are loaded in the playset with your mod loaded last and the 'leviathans' mod loaded first
Any idea why this happens?
Balanced Space Warfare overwrites the 00_ship_sizes.txt file that this mod also needs to overwrite. In this case, whichever mod is loaded last wins. ALso, for whatever reason, BSW has the Progenitor Hive Offspring ships in the "wrong" file, meaning their versions won't overwrite those from the base game, much less this mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2520275432
This mod replaces two files for ship_sizes - as long as those mods do not replace those same two files, then yes they are compatible. If those mods add ship_sizes, they will work together but only ship_sizes in the base game (and by extension, this mod) will have the customizable AI behavior computer + module.
Because I remember using nanite and singularity bombers.
If you're using Point Defense Fighters, then this is what they are expected to do.
Please continue to update with the intention of the original creator.
Sorry for the dirty translation.