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This is ultimately because each ship will be placed in slot(ship_index) where ship_index is its place in the task force list. Only in exceptionally rare cases where you matched up the order of the ships to the exact order of slots as defined in the formation would they match up correctly. Otherwise using the escort/picket positions just promoted the formation to be messed up even more.
In this case without having specific escort/core spots, your formation will be rendered with good fidelity with the possible exception of ship 1 if its not the leader.
This is specific to task force formations which control the positions of ships. The fleet formations control the positions of task forces to each other.
There is a formations layout guide (.pdf) here:
https://www.captainkwok.net/balancemod.php#resources
connect the solar sail with the basic drive because logically it should not work at much higher speeds.
Greater differences in the operation of next generation drives (we are not talking about upgrading the drive from version 1 to version 5 but about actual next generations) so that the difference is not only 1, which would make these drives more expensive and time-consuming to invent. At the moment it is more profitable to invent a new drive than to improve an existing one, it is as if inventing a new technology was easier than improving an existing one, and it should be the other way around.
Connecting the possibility of inventing large ships such as battleships only after inventing the appropriate level of medium ship (level 5) and the possibility of building them only when the planet has a minimum level of ship yard 9 and a small base in orbit. After all, large ships (and medium ships) should be built in orbit not on the planet, or introduce a requirement to build a special base that would build such units in orbit (which requires eliminating the limit of one space yard per ship)
Previous to the v125+ series, ship construction was interlocked in the way you described where you had to research about half of a size category to unlock a larger size. I wanted to add a bit more weight to the construction theoretical tech but didn't want dual requirements (which the game doesn't display well). It does carry the possibility a player skips a level of size, but since the larger sizes cost a lot more to develop you could be placing yourself at a handicap.
The engine scheme is the opposite to the ship scheme since it does remained interlocked with the previous generation. Levels 4 and 5 of the previous type equal 1 and 2 of the new type and cost fewer resources but probably hard to justify when the research cost for those two levels is more than the first two levels of the next generation. Perhaps a bit more base cost to the next generation technology would work. You could also add a co-requisite for a theoretical area as well to up that initial cost.
Thanks you.
Hi Captain Kwok, thanks for your work on these mods! With point 15 (B,S,U) is there a way to turn this off? I cant see it in the System Display Options? Thanks