Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
This fix solved the fleet problem. It also seems to have helped with a strange phenomenon, the phenomenon (spell that six times fast) of the moving deployed satellite ring. How does SEV/BM determine satellite deployment location (on the battle map)? For an opposed warp point (on a friendly side opposite an enemy side) - it deploys them in a ring around the WP - all good. I haven't checked for a friendly planet. But on the other side of a WP it seems random (and they moved from combat to combat). Is this working as intended or am I missing something? I know I can open the map and move the sats, but that is difficult for 100 sats. I would think around a WP if one is present should be the default, right?
It's the source code for the scripts for things like AI and events, in case you want to modify them and recompile your customized versions.