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So, what should I do? I know exactly what I have done and what files I have changed. This means that I can extract all changed files from original RS and make them in separate folder. Will this help? So far ty for feedback will look at localization issues and all stuff. Thing is that outside research category there is very little changed, like 7-8 files. (outside of traits and research and hulls)
Bugs should be very uncommon. There is 1 known issue which I already corrected (but not uploaded). Hyperfield Sequencing was not shown on the grid. My posted changelog basically list 99% of changes. So far I can then prepare mod for real upload according to your specifications. Including logo etc.
Determining differences is a matter of good changelog. I have prepared changelog for moddb upload but cant upload that due to not havin ability of screenshots.
Indeed, that's why I didn't list it as a major issue. :P
Your best bet is to extract the modified files, yes - and make your modinfo include a 'Derives From: Rising Stars' line so that the rest of the mod will be imported. Aside from the tidiness, this method also helps track how many people are playing RS or its derivatives, which is a nice bit of info to have.
I also still think the GitHub repo is a good idea - using some kind of version control system is useful just for your own sake, but if you want people to easily report or help fix bugs, or in my case put up a Workshop mirror, GitHub is a far more reliable (and appropriate) tool than Mediafire, ModDB or Google Drive.
There might be more, there was something strange going on in your trait files - lots of DUPLICATE_ and NEW_ prefixes that worry me.
It's not so much 'my specifications' as 'how to make this better/more polished'. There are no absolute rules about this sort of thing that absolutely must not be broken. :P
Have you tried pressing Print Screen (sometimes labeled 'Prt Scr', like on my keyboard)? That should take a screenshot into your clipboard, from where you should be able to paste it into any image editor (and some image viewers).
(((..there was a lot of text...)))
EDIT: posted this but havent noticed that Dalo responded already.
EDIT 2 : DUPLICATE and NEW prefixes are OK (just names)
EDIT 3: Printscreen, Grapeshot and No thing ever work!!!! (yes i know these things) I gues its Windows 8 issue. I will maybe need to ask someone to make pictures.....Im serious here.
EDIT 4: Ok, I will create then an "addon" mod. And include that line. I agree with your points.
EDIT 5: end of edits I m away bb
*Tech Tree combines Vanilla, Woth, Reactionary (RS) and my own techs into a single Grand tech tree.
*Techs are more organized, there are more options, more crossings. As a bonus, most techs are where they were previously avoiding unneccesary confusion.
*Techs got rebalance. They are very slightly weaker, but all governments got -25% research decay. And also cost (research point) rebalance.
*Many unlocks available sooner.
*More secret projects. Collosus Hull and Hyperfield Sequencing are no longer secret projects.
*2 new weapons: Disintegrator Emitter, Impactor.
*2 new modifiers: Shaped Charge, MMMassacre
*1 new engine.
*Additional traits including Blind (no lasers), Mining Society, Subjective (all flagships named), Starfleet (Hull for those who not prefer support ships),...
*Traits are now sorted alphabetically. (positive and negative separately)
*Additional Flagship Names.
*Fixed vanilla bug with Flagship Health giving Hp also to support ships.
Now, things conflicting with RS! (different than in RS, these things come to each one personal taste)
*Old Technocracy Tree from RS was replaced by the new tree. (with 4 different starting positions and a new Technocracy tech.)
*HULL REWORK/REBALANCE: Titans, Collosi have now slightly more weapons range and armor resist but also more mass (+10%,+20%)
Carrier weaker. Spinal now gets range boost, but very slightly more maintenance and less core hp.
Destroyer was reworked. (Double health, shields, armor resist, from 6-times as much health and 1,5* armor resist.)
Less range penalty, more mass, lower maintenance. (Check in game tooltips. Too much info to write here!)
*Targetting sensor: Overhaul. At first glance it is same as previous one. However: It dont give speed to projectiles and give less accuracy bonus.
Costs more. And gives 2 separate range bonuses resulting in: Non-range scalable weapons and modifiers dont get as much from TS. TS now gives little exponential growth resulting in more range when you place 6 or so. (but its so damn expensive that its more a troll feature)
*Slightly less range bonus from Individualist trait and slightly less range bonuses overall (I feel that this game previously disregarded weapons range balance.)
*Revenant parts cost more.
*Support station costs 900 from 750.
*Muon Cannon more projectile speed (It should shoot them at "relativistic speeds")
*Payload amplifier slightly stronger.
*LIFESTYLES:
*Evangelic now get slight Influence bonus over time.
*Ancient got 2 new special techs.
*Devout can now research Shield Generator in addition to having Shrine!*Terrestrial start with Name Planet card.
*Researchers have 60/60% bonus to shields and regen, respectively.
*1.02 RS Experimental Gate and Slipstreams are not available. Work on this mod started with RS 1.01 and I havent implemented this new feature (everything other from RS 1.02 should be here and should work correctly). And , each FTL research requires 500 ftl anyway here. (Ftl comprehension)
TAG5
*Pulse Bolt range +5
Next:
I need to learn ore about AI before making more progress with this.
I would like to do something like force AI to use pre-defined Flahship designs, or improve random generator.
**Emergency Shields works too well (bug, 100% refill per second)
TS gives speed to weapon beyond a certain point, thats not a bug.
Fixed those bugs
Enabled Researchers
Cooling back to 10%
Targeting sensor cost less.