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1) I haven't even taken a look at the robots yet. Might be interesting.
2) I think this is a really good idea.
3) I'll fix this as soon as possible. Also adding a random picker for the science labs.
4) Auto-upgrading spaceports is impossible as far as I know. Making it an empire wide edict totally removes the need to micro manage your planets in the late game, which might be preferable. I'll see if I can find a way to make that work.
5) Sounds like it would make several Vanilla technologies that also do this completely useless.
6) Sounds like a good idea.
7) Because there are now 10 armor tiers I've based the hull point increase on the effect the maximum tier has on Titan and Citadels. I've tested several configuration but adding to much health caused balancing issues. Especially when combined with the improved regenerative tissue. Shield damage it also not mitigated by armor while that of health is. When 90% of the damage on health is ignored the equivalent amount hp on a shield to negate the same amount of damage would need to be 10 times as much. So any health added has a big impact. I did have much more health bonuses at first and was staring at my screen as it took forever for the fleets to even kill one ship of their enemies. After that went on for a couple of minutes, while it was great to watch it also was out of place. The health regeneration combined with armor on the large ships was way better than the damage that was dealt.
That said it might be that the shields are too powerful right now.
8) The reason for this is that the trading country doesn't manage wormhole stations. I'll remove them from the ship designer as I've already doubted a lot if this had any added value.
9) Very true. I just needed a name addition that was neutral and sounded good when combined with words like "Improved" and "Advanced" while taking up as less space as possible. Also the colors of the components came out looking old, so I found it weird to call them "Novio" components. Or maybe I should have done that?
Also, I made this mod with the intention of playing very long games and in the past I always lost some of my motivation if there was nothing of interest left to research. You also loose key gameplay points like updating ships and stations at that point. So I like the fact that it keeps on going seemingly forever.
10) This is a bug in the game which every mod that adds section templates that contain both large and hangar slots encounters. It's not possible to change. That's why the names of those sections contain the amount of hangar bays in them. It's only when choosing the sections and a visual bug; it has no effect on the actual slots you get.
11) Might fix this in the future. But honestly I thought that the rule was that it should always contain as little characters as possible and "IIX" has less characters than "VIII". Though I think you're right, when I found that out I already incorporated an image of "IIX" in many files, which would take a lot of time to change.
12) Never thought about this. I'll see if I can implement this.
Update: I've tried several ways to do this but Paradox currently seems to have the functionality that does this for frontier outposts in their binary code with only one define to edit. Several other methods to try to do this failed.
13) I've tested a lot of different setups for this but I was always disappointed by the mix of combat behaviors. I also think that a real spaceship or naval vessel will never stop as it would become an easy target. In a real fleet the rest of the ships are meant to protect the carrier but this is hard to implement. Also, when some ships keep their distance the rest has trouble going around them for some reason.
14) Extra large weapons from this mod will fire at all angles because they would be useless on stations otherwise. So they should work even when orbiting their target.
I agree that strategy in combat is kind of absent right now. I also would like to make this better. On the other hand you can build corvettes insanely cheap and fast by have 5 assembly yards at one spaceport.
Components slots are annoying thus far. Any changes made to them seem to fail. I'd have to redesign a lot of screens to accomplish having visually smaller slots. Might not be impossible though.
1) Add large turret model to the extra large weapons, remove fire arc and min distance - then we got tier 4 weapon slot named "X".
2) Make PD turrets go into regular small slot - this way we have "P"-slot available to retrofit into the tier 5 weapon slot.
3) Make torpedoes go into the regular medium slot - this way we have "T"-slot available for tier 6 weapons.
4) some change to auto-exploration: BEFORE researching the technology make the auto-explore option available if the science officer is level 3 or higher; once the tech researched - available always, even if there is no science officer on board ("Automated research protocols" it is called, so...).
5) Change the number of tiles on starting planets to be 25 instead of 16, so there will be no need to move capital from the historical origin of your species in order to pursue financial profit of having capital production bonuses on larger planet. This is always a heart-breaking move, isn't it?
4) Love the idea but having a science officer onboard is hardcoded I think. You would have seen lots of mods doing this if it wasn't. And the idea of having the option available before research is finished is also hardcoded.
5) I've done this in the past a couple of times and I was always disappointed at the amount of files I had to overwrite to accomplish this. I think I might actually have thought up an alternative approach just now, so I'm going to try that out.
BTW, thinking deeper... Is it possible to somehow simulate a debris damage from ship detonations? Another solution to doomstacking - when a ship got blown up all friendly ships around it receive some damage. If it is possible, then it will certainly put an end to doomstacking - the more ships in a fleet the larger the damage if any of them blows up. Maybe it is possible to somehow implement it as an event temporarily applying a sort of minefield aura on friendly ships? Or, other way - add a hidden friendly aura component with negative hull regeneration effect to all ships and toggle aura on just before ship dies? Somehow?.. Idk... :)
The carrier task was not a goal in first place, actually, neither was a 4-section design. I just realized that a tier-8 ship needs a 4th new slot size for a weapon, but I can get 3 only. To compensate the lack of guns I had to use more sections with tier-1 and tier-2 guns only and spam some extra carrier slots since those are free to add in any number. I doubt Battlestar is the most efficient carrier type (counting it as SC slots per NavCap of the ship), but making a reference to Battlestar Galactica certainly gives it a credit, right? :)
BTW, speaking of strike crafts. I figured out that SC slots can not be used in combination with large weapon slots in the same section - that is the cause for the bugs grouping SC and weapons in the same L category. Just to let u know.
ScepraX, may I ask u for a small favor? Remember those alternative color icons for combat computers u made? Can u make a "red" version of precognitive interface icon like u did the blue version of sentient combat computer? The source image of precog interface is located in gfx\interface\icons\ship_parts\ship_part_computer_pregoc.dds. Can u make a red version of it for me pleeeease? :D
Great mod, I like many of the changes and balances of the game. I encountered a few bugs:
1- Fronier outpost influence upkeep is becoming 0.10 influence instead of 1.
2- I can't find the option to build Citadels. the biggest I have is fortress.
1. Is a feature since the start of this mod.
2. The Citadel should become available once tier 4 research starts. The chance you get the Citadel as research option is also increased greatly when the Carrier has been unlocked. I'll check to see if it's bugged somehow.