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If you select nothing you have to set everything manually, otherwise it would be empty.
Selecting empty and putting nothing in is bad, because those who customize the start files to start with the submarine then have no things, not even diving suits because you have to put them manually in their lockers.
Even if you customize the biomes you would have the problem if you buy it in biome 1, because you would have too little of whatever when changing over, only when one would arrive in biome 2 you might have enough when changing, that all the people you have then also have something.
So you are always happy when you find a lot of stuff on a submarine, because most of it is not needed and you can sell and dismantle it, diver suits give titanium.
The containers are all tagged correctly but the sub editor does fill a lot of things by default when you load the submarine, so if you have a bot set to cleanup items they will put everything where it belongs as well.
Or his method, cheats, which unfortunately deactivate the achievements for the save.
That's why my info below in the comments how to customize these two files and where to find them, that you can start with higher submarine or buy where you want. / Give not a Mods that this can.
Before version 1.0 you could buy every level everywhere, unfortunately they made it so that only from biome 4 level 3 is available, which makes little sense from the story if the world is so dangerous and there are not so many who do these missions, so buying them everywhere with a slightly higher price if you buy them before would be fine.
When you transfer from one submarine to another, everything always ends up in boxes on the bottom, and diving suits on the bottom if there are more than there is room for.
Diver suits the game doesn't decide which suit is the better one, it has to replace other worse suits if it can, an update didn't mention that.
Things you buy always end up in boxes on the ground, if you don't buy things directly to your character inventory and suitcases you took with you.
Now I'll explain why: I hosted an open company and we decided to switch to this submarine with the transfer of things. It took the next hour to recycle the spacesuits (which are simply useless for a level 3 submarine, because we switched to it when the depth was already more than 4000 meters), drag part of the arsenal from the medical compartment (this happened just because of the unsigned tags in some storages).
Spawnpoints are where they are because I like to imagine the crew finishing up in the mess hall and locker rooms before the mission starts then running off to do their things.
As for the hull in front of medical, I will have a look this morning and see if I can find and fix what you mean.
Such changes are only good for multiplayer, and for that it has to be uploaded.
Or you have to give everyone manually this modified version where you play together, I have never played multiplayer of Barotrauma, in other games everyone must always have the same mods that it works with servers.
2D ships as top view, I don't know if they are also visually available somewhere from the side.
Barotrauma side and Starsector on top view, can work only you have to find something suitable, and most players will then say nothing about the respective ship, which does not matter, but some can not understand how the original is.
Because not everyone knows the game, even less of them, because there are not many tactical space 2D games, most of them have no tactical element, mostly you only have your own ship, and strategy tactics are something else anyway.
And consider for a new Submarine if it could fit.
The strength of the submarine is the small turrets connected in series, an electric plate can't keep up with that, for which an opponent must first come close.
Electro plates are often useless against large enemies, they do a speed type ramming so that the time for the electro plate to trigger manually is very low, and stun has some of weaker effect.
Small enemies also don't get very close due to the rate of fire of these weapons that an electro plate has a use.
And when it comes to buttons, it becomes impossible as "Single Player" if they are distributed across the submarine.
An automatic system is again seen by many players as strong, and complain because the respective submarine has no weaknesses.
And on navigation terminals you often already have something on larger submarines that you can't get electro plates on it anymore, except to trigger them all at the same time even where there is no enemy or again because there is one somewhere else, and if the electro plates don't have their own super capacitor and are connected to weapons, you end up with no energy for either of the two things.
Electro plates have very high Energy cost, flak and railguns need a lot of energy, and several small weapons connected in chain also need a lot of energy / if you don't set the energy consumption values extremely low.
With large ships more than with small ones, the problem with large ones is finding the time to trigger them yourself so that it can also have an effect on something other than just gradually draining the energy of the super capacitor.
For large ships, you'd need ones that are triggered automatically when a sensor detects an enemy, which should be set not to go off when a human character is too close if an electric plates and enemy is also there.
There could also be a switchable system, but then it might be used in multiplayer by players to injure and kill others. / The traitor system is garbage anyway because there is no Escape system for it, so it makes no sense from the story of the world.
I now realize why this Charon-class feels vulnerable, it lacks electrical coils that many other similar ships do. Even discounting any large mounts, 3-4 electrical coils on the ship should be better than nothing at all.
I would only use reactors for shuttles, of course also with a battery system, so everything a submarine also has, just not just battery like most do.
I customize all sizes, but only build small and medium myself when I'm ready.
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There is originally no way to recharge batteries on shuttles and submarines with portable batteries or anything else, which is why shuttles with batteries are useless in single player, and you drive them around all the time but can't use them the way some use them in multiplayer, where one drives them somewhere and drops a player off, and then drives back before the energy runs out to recharge and can pick up the previously dropped one again.
Single player drive there, do something outside the shuttle, come back no energy, leave the shuttle because you can't get away from it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3005714866
All shuttles on this submarine used reactors even specially modified.
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But normal would be enough.
Dock and hatch open and reactor goes off, close hatch and reactor goes on and you can undock.
That's how I would do it.
All the shuttles that only have batteries are useless in single player, energy runs out and because you are alone you have to bring them back early, you have more to do by driving them around than using them to really collect something.
Swimming around with mods for carrying ammunition or other backpacks is more useful.
I did consider making a Halcyon class until I took a good look at it on the side and realised it was mostly just a big rectangle. (Unless a gimmick I thought of ends up working for it) Looking through the ships a Vanguard destroyer could be fun though.
I've humoured the idea of making shuttles and drones that resemble warthogs and scorpions for a bigger UNSC ship, but nothing has been started yet.
My next project is a smaller one, and after that another big ship from another sci-fi series~ ;)
Would you consider trying to build one of the UNSC destroyers or cruisers?
I would have rather written that it contains info that it is about single playering, but English is not my main language, for others it may be clear that you mean single player.
With the name of the thread I would write an info at the end of the text that this thread can help you how to play it alone.
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“ Play it in single player ”
Sounds to me at least that it is not about bugs, since these extra attached threads are usually only used for reporting bugs, did not see that it was used for tips, usually you do not pay attention to these threads either, other you have a bug and report this.
The weapons that are used as decoration, which is why you should not use a remote sale for these weapons, there are no settings for them in the editor to be blocked for use like devices that are otherwise used to use them as decoration.
Otherwise, create the weapon model as an image for a background, which you then get with the submarine.
I always look at submarines in the editor before I use them.
The game needs cores that have single core performance, so the game doesn't run so well for me with submarines that are made up of a lot of parts above a certain size.
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Primarily I always use a security officer for everything outside, and at the Time a doctor have the Option for the perk with Gene Collecting and only for searching enemies.
Primarily I let a mechanic on small and medium submarine sizes also do the electrical work, with the Combie command for both work, and welding, so that 1 place remains free as with all others also because of sending to the submarine.
All should take that one, or any other if there is another one.
Otherwise you'll get a bit bored with the submarine if you hardly have anything to do.
The new change from the developer with a maximum of 3 missions, which are still distributed, makes the game much more boring at any time, and this submarine self get bored with a single combat mission.
Otherwise I would have linked it.
Since there is somehow no Guid that lists both or one of them, or because of the amount of content I do not even find, and hardly anyone else finds.
I have sent both, because cheats block the Steam achievements for this Save.
Change these two files, use not Cheats, to allow achievements to continue.
Barotrauma\Content\Map\Biome\Biome.xml
Open the Biome.xml with a text editor, the file must still be an XML file after saving.
Change the basic level and station level "1" to "2" / "2" to "3" / "1" to "3"
The numbers for the basic level and the stations can all be changed to 3, regardless of what number is there.
The extra stations should have at least the value of the basic level of the biome.
Important: Do not add any more lines to use other biomes with the system with the station like in Biome 2, otherwise the game will crash and all active mods will be moved to the inactive list.
Info: If you want to write around with it, you should save the active mods as a list first.
Steam\steamapps\common\Barotrauma\Data
CampaignSettings.xml
To edit launch money, the line to edit would be:
<StartingBalanceAmount high="10000" medium="8500" low="6000" />.
The file must still be an XML file after saving.
Just change the numbers, for one or all.
I did it for myself with all of them, if I choose a less expensive one so that I don't have too much money left over.
It may be that when the game gets an update from the developer, you have to change it again. / Important do not insert a copy if there is an update, better change it again, because the developer changes something else which then causes problems if it is missing.
I Use the one where the other one was just as good and no longer exists, you don't need an anime character.
[SGM]Start With 6 Jobs
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To Question: Control the multiplayer bot yourself.
There are different mods, and each player needs Lua scripts that are specified with these mods.
I only play single player, so I've never looked at these mods, and I don't know which ones are the best, only that there are several.
I also was weary of cluttering up the interior too much and making the sub cause performance problems if there's a lot of crawlers or activity around.
I give the community my full permission to make a separatist grungy version or reverse engineer any of the systems I have in place for their own purposes though :)
THough I don't mind I find it interesting as the bots are their own people.
The batteries are always running and primarily are used for a buffer between the power intensive non essential systems like fabs, deconstruct, research and the recharging of the drop pods, though if there is a power failure they are rigged to bleed back into the system and keep the ship running for a few seconds depending on yield. If they are being overworked they wont be able to keep up without upgrades, but you can alleviate this by increasing the charge rate to max. Which should be enough for at least two deconstructors running at the same time.
A-Do you have a discord:
B-How do you turn ont he batteries to offset the generator if need be?
love the laser cannon aswell