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in the design window, it does not have acess to a ship reactor.
-The presence of landing ships seems to reassure the AI during a war that is has no use for armies, which sometimes means one landing ship repeatedly launching 1 marine army onto a defended planet hopelessly - infinitely stalling the war.
-AI accesses too many focuses concurrently and ends up with wacky fleets composed of a handful of vessels across 12+ different ship types, erasing individual military identity/specialization (+ its tactically incoherent).
-Sometimes the AI decides to make a fleet ~90% out of support ships, like webifiers or landing ships, leading to hilariously impotent navies. If these wet-noodle fleets meet the battle is doomed to become an endless mating ritual dance, as neither side can damage the other nor compel them to retreat - infinitely stalling the war.
Oh! My bad ! Thank you for the reply!
It seems I understand that "Hallucination" (NONE / NONE) is the specific implementation of the "Hallucinator" (M4P1 / M10A2) mechanism.I initially thought "Hallucination" (NONE / NONE) was also an independent ship configuration.
谢谢!我似乎理解了,"Hallucination"(NONE / NONE)是"Hallucinator"(M4P1 / M10A2)机制的具体实现。我还以为"Hallucination"(NONE / NONE)也是一套独立的舰船配置。
When entering combat, Hallucinator ship generates hallucinations.
These hallucinations have high targeting priority, drawing enemy fire and absorbing damage.
They disappear after a short duration and cannot be directly controlled.
https://forum.paradoxplaza.com/forum/threads/mod-special-ships-shipbuilding-focus-mod-description-and-ship-introductions.1760854/
Additionally, based on the description, I initially thought that "Hallucinator" (M4P1 / M10A2) was designed to enhance focused fire efficiency (similar to Deep Space Sky Fortress).
是我看错了么?我找不到"Hallucination"(NONE / NONE)这艘战舰。
此外,看描述我还以为"Hallucinator"(M4P1 / M10A2)是(类似深空擎天堡)增加集火效率的呢。
Place NSC below this mod in the load order. That should prevent any issues.
@焱淼
It's definitely possible. In fact, when I first created this mod, that's how it worked. However, many users were confused because the edicts weren't visible even though the mod was enabled. That's why I changed it to the current system.
Of course! You’re also welcome to contact me on Discord.
Absolutely! Randomly generated empires are also assigned one or more shipbuilding focuses. It's not entirely random - it's a weighted selection based on factors like the empire's weapon preferences and ethics. For consistency, the focus usually doesn't change once it's set, but in some cases, an empire might start with a small-ship focus early in the game and switch to another focus as they unlock new technologies. The trait is not mandatory and serves more as a secondary option!
To me, it actually seems even stranger that you can so 'easily' turn moons or planets into starships...
Ah, it looks like that issue was caused by a mistake on my side. Thanks to you, I was able to identify the cause, and it should be fixed now. I really appreciate you letting me know — and I'd be even more grateful if you could cross-check it for me.
I suspect it may be because this mod rewrites the agressive bombardment stance as well as giving a custom bombardment stance.
just thought I'd warn anyone using other mods that add in new bombardment stances.
Nanoswarm and space fauna navies though? The nanoswarm has the swarmer and the interdictor, so there is a lot of room to expand. Space fauna are the opposite with a lot of different ships already.
There's no support for bioships yet. It's a very new system, and since vanilla bioships already have their own roles assigned, I'm still thinking about how to naturally expand on them.
간단히 알려준 것에 대해 기합스럽게 감사드릴 수 있는지 여쭙는 것에 대해 보고드리는 것에 대해 말씀드려도 괜찮겠습니까!
Thank you for letting me know. I also already left a comment on that mod requesting an update, but haven’t received any response yet.
If that part isn’t updated, it will likely cause compatibility issues not only with vanilla Stellaris but also with many other mods — and it’ll be difficult for me to provide proper support as well.
Yes it does.
Tthe AVC revived project can be found here .
I think that most of the work should be done on the AVC side by replacing the restrictions on components from ship classed based to the new uses ship size component system. That's what I did at least to fix most of the issues. The advanced combat computers wouldn't show up. i'm not sure exactly how to fix that as my knowledge of Stellaris modding is very limited
When marine ships arrive in orbit of an enemy planet, they automatically deploy a certain number of marines based on the ship type.
This ability has a cooldown of 120 days.
글 확인했어요... 근데 저거 ESC NEXT 부품인데 원래 저 스탯인 부품인데요.... 그리고 함선설계창 툴팁에는 모디파이어는 적용이 안 됩니다 ;;;;;;;
이미지 첨부하여 글 남겼습니다.
의견 감사합니다! 근데 돌격전함 코어 부품은 잘 작동하고 있는 것 같은데... 표기상 오류를 어디서 보셨나요? 캡쳐를 보여주실 수 있다면 감사할 듯 합니다 ㅠ
@卡尔文迪斯梅特
Thank you! I’ll add it soon!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591
컴퓨터에는 폭발형 무기에 -300%의 디버프가 존재하는 것으로 나와 있는데, 폭발형 무기인 미사일을 장착시키니 피해량이 300% 버프를 받은것으로 나옵니다. 표기상 오류일수도 있으나 일단 댓글 남깁니다.
항상 재밌는 모드 만들어주셔서 감사합니다.
I also think AVC is an excellent and fascinating mod, but is there a version of it compatible with Stellaris 4.0? If you could share a link, I would really appreciate it. That way, I might be able to work on compatibility myself.
I am having an issue with the Additional Vanilla Components mod. It adds higher tiers of all the components, such as armor, shields, reactors, etc. The ship classes added by the mod are able to see the higher tiers of armor, shields, and drives, but are unable to see the higher tier reactors, thruster, and combat computers.
Are they just incompatible and its something that a patch needs to be made for?
Thanks!
This mod makes the AI pretty OP early game since they appear to gain access to the special ships almost immediately.