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To make matters worse, it appears that any attempt to solve the issue is denied at the gates; The publisher keeps failing to get my update through, anyone got any suggestions?
let me just say that I love the elbow grease you put into the mod and that you've come very strong out of the gate into the battlefield, as common Courtesy I offer to help with any mod problems and questions you might have.
as for your update problems i'd suggest you try restarting the game if you edited the info.json while it was running you may run into small "this is not the mod i remember" problems. other than that, it's more of "Dev! My mad science has backfired and made a blue glowing mushroom cloud!" type of problem...
also i may have taken a peak at your files, if you give crew "ismachine" they stop shouting, just saying...
Nothing a clean install of the game coudn't fix, apparently, but thanks for all the useful tips!
Oh, that was an old file I tucked away and buried during early development, robots are supposed to just make clank and clicking noises. However, there is some work I'm putting into adding shouts to the science teams!
A few ♥♥♥♥♥♥♥- the module descriptions could be better. The different lab modules could give better indications of what they actually do, and I think the Salvo Magazine and H.E.A.R.T. modules have incomplete stats.
The solar driver lags like all hell. Also I don't think it makes sense for it to use coal or ammo, but that's nothing compared the FPS drop.
Aaaand the Kracken shows up for landships. I don't know if this is intentional.
Keep up the excelent work, this mod looks really great.
Music?... Solar driver?... I dont think thats supposed to be in there, let me investigate...
After some invesigation, it appears you installed another mod and mistook it as mine, the Solar Driver and the Music comes from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1093371503&searchtext=
I double-checked to make sure that I didn't somehow cross-contaminate mod content when recently tinkering with my mod whilst looking at other mods, thankfully that was not the case.
As for mod descriptions, I'll be looking at that later, for now I'll be ringing the whole thing through autocorrect (thanks for reminding me!)
The HEART and the Magazine should only have their respective coal/ammo amounts and ship hp bonuses as their stats, not sure what else I added in.
The laboratories might need a little tidbit at the end to explain how each unique scientist crew works, I'll work on that later! For clarification; ALL scientists remove supply requirements, are slightly better workers, and can guard (but slightly worse than actual guards, with the exception of the Mad Genius).
Oh dear, fixing that immediately!
some stats like structural stress or negative amounts of resouces/upkeep are hidden from view
I had no idea structuralStressAmount was supposed to be shown, it doesn't turn up on any module tooltips in my build of the game, modded or otherwise.
if it does become a problem for ship designers, I'll add them into the descriptions during my next preening of the strings/en file.
but i'm just saying that there are a handfull of things that simply don't show up most of the time.
ah, no worries; if anything, you just reminded me to sift my mod descriptions and fix that kraken issue that I would never have caught until a week/month later!
AW man. that sucksss...... O well..... not much I can do about that.
@Dev.
Would it be possable to add a feature like the Spy system. But what I want it to do is Fund Mad Sianties. So there is a Greater chance for Your Mod Monster nests to spawn on conquest map over time. XD