Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
Industry not growing is an issue though - you can just provide a link to the screenshot if you want and I'll take a look - try to include the 'empire', 'budget' and 'industry' screens.
Theres the link. I dont think anything looks wrong but like I said, GDP and industry size hasnt budged in years and only the deficit is increasing.
Edit: would not resubscribing after the update have possibly caused any issues.
I also started a new game after my original post and the same thing happened around year 18, same as the game shown in the screenshot.
The mod isn't designed to make it easy to max policies at reasonable tax rates and decent fleets ;)
Another odd bug I ran into was with regard to influence maxing out on loading a saved game. On several occasions when loading a save, suddenly I'll have 1000 influence. I haven't been able to reliably replicate it and it doesn't happen with every load.
https://imgur.com/a/Womj07w
I'll try to replicate the influence bug.
First i tried to just lower taxes and my Industrie got up from 74 to 129. 174%
In the second attept i invest the Profits of 50% tax back into industie and got from 74 to 196. 264%
In both cases i had the same Poulation of 11,395 Billion and Expences of 503 Credits.
Buth for the first i hate a tax rate of 35% and nearly 0 revenu and in the second a tax of 50% a revenu of 531 Credits
i dont mind macro in early Game but this is a bit extrem in grow differnec between this to trys.
I really like this mod an i hope it gets better in the future
this mod seems incredible. Unfortunately, I can not play it, because I have no access to the planetary surface :'(
There is just a blank window....
it's normal for this mod, there are no tiles, so no planetary surface screen, you don't need it here, instead use planetary edict for information about this planet
Is it possable for you to set ordered ships to be constructed at shipyards?
Is it intentional to be able to construct cruisers and battleships before they are researched?
Is the slowdown of travel and surveying a bug or feature? I don't mind it really, just curious.
Mechanist trait, useless? or is there something beyond the logistics bonus?
Mining stations naturally propigate right?
Just started using this, raelly liking it tho.
- Not that I can see. We can script the construction of buildings, but not ships. I agree it's not ideal, since it basically makes upgrading shipyards useless.
- No, and their techs are both conditions of them being accessible in the menu. I haven't seen them available before research their techs (though their techs do come earlier on than in vanilla.
- Vaguely mentioned features (I talk about all of it on discord, but I probably need to add a more detailed list of changes over here).
- Useless. Most traits, civics and traditions are. Hopefully I can adapt the 2.2 mechanics in a way where the vast majority of those are still useful, so I don't have to rewrite them all!
- Mining stations are unnecessary, and I'll properly disable them in the next update (resources will be mined automatically by industry as required).
-Would it be possible to hack the fleet manager to handle all ship constuction?
-I ordered 2 battleships and 1 cruiser well before I got cruiser tech(2209) and they appeared as basic autogen designs without any upgrades. Still enough to wack empires early game tho. I got screen shots if you want/need.
-More description wouldn't hurt. Eccept maybe your fingers.
-Oh ya. So stuff like lower maintenace costs don't work?
-Thanks.
- Actually I think you're right. It's because I added the order buttons to the military tab, which skip the filtering event. Consider it fixed.
- There's a lot of smaller changes which I'll overlook when describing the main changes of the mod, and obvious people may have questions about them ;)
- No, vanilla's maintenance is not used. Ships do have a credit upkeep though - this is what the defence costs are - but I think that is better influenced by industry and infrastructure (the cost to produce supplies/fuel, and the efficiency at providing it). E.g. a larger defence sector may be able to produce supplies more cheaply, reducing the upkeep a little.