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I checked the orbital loop facility related elements and it didn't crash.
Are there any other mods you have installed?
[23:51:05][trigger_impl.cpp:1193]: Script Error: Invalid context switch [orbital_defence] from Synaptic Lathe [planet], file: common/colony_types/SDE_colony_types.txt line: 29, Scope:
type=planet
id=33555385
opener_id=4294967295
random={ 0 3847132568 }
random_allowed=yes
Any idea?
Just a quick tip, if u use with NSC,pls put this mod BEFORE NSC
如果你和NSC一起用,请一定要排序在NSC之前,不然会丢失很多东西
If a ship is equipped with too many components that reduce its hull value, it may be destroyed automatically when it is completed.
Basically, all of the elements are within the mod, but some of the ships used on the design screen are based on ships from Realistic Ships.
Unfortunately, I don't know either, so you'll have to look it up yourself.
If you want to increase the number of slots for all ships, please use a different overhaul mod.
This mod increases the number of section types available when designing ships.
If you want to increase the number of sections that can be installed in one design, please base your design on additional ship types from NSC3.
The Mastership Generator is a unique component of the Fimblewinter origin unique ship, the Makina Incognita (it cannot be installed in the design).
というか、どうやってここまでのアニメーション作ったのか意味が分からないwww
すげええええええええええええええええええええええええええええ!
There are currently no plans for this.
like nsc2 machine style or base game machine styles ?
In multiplayer environments where there are more than two player nations, we've made it so that only one will spawn near a random player's territory.
i've seen that the gespent system spawn for each players but only one get an archeology site is it possible to make it span on each gespent system or stellaris forbid this ?
Ships equipped with the component "Formation Scale Auto Delete" will automatically disappear 30 days after construction.
Formation adjustment components will not function unless the number of ships in the fleet changes, so by using this component in conjunction with the formation scale components, the number of ships can be reduced to allow them to function.
Formation equipment is designed to be used in conjunction with components that will remove ships a certain amount of time after construction, so we are not concerned with their appearance.
There are no plans.
Added notes to the descriptions of the components "Ship intelligence officer" and "Space Army Arsenal."
Please report any other unclear descriptions.
2) Oh, sorry. I didn't prepare an XL slot section for cruisers.
(I was planning to mount the gun barrels on the spinal mounts of battleships)
3) As for the stealth hull, I didn't make a center section because the implementation time was inconsistent.
(In terms of design line, the Nibelung Core is the closest)
Feel free to combine stealth-type turrets and bridges. (I think laser weapon turrets would look good too)
2) Ok, I see a Bombing Enhancer section for cruisers, but it contains 4 L-slots while the SOLG barrel requires an XL-slot. Screenshot: https://ibb.co/dQyy2nG So I still don't understand how to use SOLG weapons on cruisers.
3) I also have a question about the NvO-STTB battleship section. I found the bow and stern, but not the middle section. These sections are visually different from the rest of the kit due to the reptilian ship textures. I also found several components (Zumwalt bridge, Guided shell Kinetic Artillery, etc., which also use reptilian textures). Should all this be assembled into some kind of stylish ship with unique mechanics, or are all the coincidences random?
1) The Mastership Generator is a reactor installed on the Fimblewinter unique ship of the origin Fimblewinter.
2) SOLG equipment has high bombardment efficiency, but equipping only the magazine will not be effective. Both the barrel and the magazine must be installed.
2a) The Bombing Enhancer section is available from cruiser-sized ships.
2b) The effect of bombardment equipment including SOLG is applied to the ship. (Similar to vanilla orbital trash spread)
3) As for the supercarrier deck, the appearance is made to match the Mammalian Battleship and NvO-CV sections, but basically you can combine them to get the look you like.
One way to do this is to cover the engine exhaust with another decorative equipment or section.
[Sorry, there is a length limit on comments.]
3) Did you have any ideas on how best to use decorative components with your new ship sections? For example, the Super Carrier Deck seems like it was made for battleships with component nodes offset to one side, but the two massive engines on the Deck seem to ruin everything. The texture fits inside the ship's hull. Is this a byproduct of using an asset from another game, or am I just not understanding and there is one of your sections that fits this component perfectly?
A few questions, if I may:
1) What is a Mastership Generator? You've added several generators to the mod, each one says that if there is a ship in the system equipped with a "mastership generator", the ship will receive some bonuses/penalties.
2) You've added several sections for cruisers (Bombing Enchancer Bow, Bombing Enchancer Magazine Bow, Bombing Enchancer Stern) and SOLG-type weapons (SOLG Magazine and SOLG Barrel, L and XL slots respectively). I have a feeling that all this is somehow connected, but I can't figure out how.
2a) Cruisers don't have XL slots, so SOLG weapons are only available for battleships?
2b) The SOLG weapons description says that they increase bombardment damage. Does this bonus apply to the entire fleet or just the ship? If it's just a ship, should I have some kind of weapon on it that does real damage so the bonus has something to scale? 0 * [any bonus] still = 0
There are no plans to create compatibility patches for mods such as downscale.
If you want to shorten the range of a weapon, you will need to edit the following files:
common\component_templates
(Weapon range parameters and missile speed)
gfx\projectiles
(Maximum arrival time for kinetic weapons)
Hello! Please tell me if there is (or is planned) a compatibility patch for mods that change the scale of ships and systems? I am talking about changing the range of weapons, which in such mods is reduced several times.
If such a patch does not exist, could you explain what files I need to change to reduce the range of weapons. I am mainly interested in the basic S M and L weapons, which do not have special animations.
From a system standpoint, it is possible to mass-produce ships of the same design, but the number of weapons they can be equipped with is too large to handle on the design screen.
Thanks a lot ! imo that's way better, at least you have to really earn it ....kudos to you !
@Nyarlathotep, you can buff your fleet power to this level with a lot of mods that add techs and ships...these mods are generally well done and balanced so your fleets gains power incrementally.
Anyways 6thStrikeUnit thanks a lot for your dedicated help !
@Nyarlathotep
The capabilities of Gespenst-A's defense fleet have been improved (reduced rate of fire reduction compensation).
Also, the cost of Felsen's Special Project has been increased by 5 times (250,000), but a cost reduction function has been added for certain high-tier technologies.
If all applicable technologies have been researched, the cost of the Special Project will be reduced by up to 66%.
Do you have the same issue has me too ? the supership having a fleet power of 1 ? and the escort a fleet power of 3 K ?
If it's the case , i totally agree with you , but the problem come from the under-powered supership fleet power imo... if his fleet power was on par with a powerfull fallen empire fleet it could make sense that the Gespenst system could only be conquered toward the end game with powerful fleets.... the balance would be preserved . But i ,egree with you , that at this time it's not balanced at all ... hope 6thStrikeUnit will see our post and consider to change some balance issues....