安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
The good ol' Picard Maneuver...
Will load without issues, but no modules will be available when building a jump ship.
thank you to tell us if the mod runs under 2.0 or if we must disable it and unsubscribe if it is obsolete (I prepare the mods)
I can not save my ship design,Please help me how to solve?
Its a great mod, with genius innovation! Kudos to you sir!
@VoynichArchitect Hmm, that sounds like a bug with the designer itself, will have to test.
Further testing shows I can add infinite weapons to it (as power permits) using the auto complete ship button. My 13dps ship became 32dps (ran out of power) after I did this a few times.
I still feel that micro-jumps have their use. In particular, with the introduction of XL weapons, it allows you to jump your larger (cruisers/battleships) cap ships into the enemy fleet and out of the XL weapon firing arcs. It also allows you to build fleets with purely close ranged weapons without too much of a penalty.
Jumping out of combat was not added to ensure that I modify as little of the UI files as possible (mainly to retain compatibility with UI overhaul 1080). This might change as I play around a little more with the various mod changes in 1.5 (but still highly unlikely).
Have you considered letting us jump into combat?