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在二十三世纪中叶,一支庞大的跳船舰队在大逃亡中离开了索尔星系。受够了太阳国家不断的小战争和政治斗争,一个由近20亿灵魂组成的松散联盟投入了一项庞大的事业:星际殖民努力,目的是建立一个新的人类堡垒,远离他们认为已经控制了索尔的腐败和动荡。分离主义舰队向一个遥远的星团出发,在那里发现了许多可居住的系统,但旅程将是漫长而艰巨的,即使他们的超光速曲速驱动也需要很多年。
相对于我的其他模组,协和的P成本比BBA和EAF弱得多,强度与泡泡船大致相当。
这个模组花费了大量的工作和近 300 个小时来制作,所以我希望你喜欢它。随时欢迎反馈和建议。
In fact, Out of the 5 or so faction mods I have, as well as vanilla, the bubbles for this faction are the largest? I guess they dominate the galaxy or something? I dunno, you can tell almost instantly this faction is given a larger hunk of the galaxy than any of the others.
Just another mod maker favoring his over everything else.
Until then, this mod might help make the tutorial message less intrusive: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1473844508
Magnetohydrodynamic Cannon + Particle Beams combination is super strong and a lot of fun, I have to say.
It was only a short test run, but also from my regular gameplay I get the impression these beams are a bit too strong. They melt through the armor and hit enemy ships right in their heart a little too fast, due to their perfect accuracy, even the big ones.
I have to revoke my previous statement and only leave the comment: Imo Particle Beams should have slightly less damage.
With regard to balance relative to vanilla - what sorts of vanilla ships were you testing against? In my own testing vanilla ships were able to beat ADC ones at roughly equal cost (although admittedly I only tested with Terran and Sentinel, which are some of the stronger factions).
My criticism concerns the balance in comparison to the vanilla factions. When testing in tournament mode, the Concord ships easily beat vanilla ships with more than ten times the P cost. I know it's supposed to be a stronger faction but the only serious contenders are other modded factions like BBA and EAF. I'd welcome if the weapons were weaker in general.
With that being made clear, there is only one last thing for me to say: To hell with the Ascendancy!
- New parts:
> MLRS-1 Barrage Launcher: Turreted multi-rocket launcher firing explosive area-coverage salvos at medium range. Rockets travel ~850 units before arming and deal only minimal damage before they arm.
> AAC-1 Sniper Drone Fabricator: Launches large sniper drones armed with a miniaturized spinal magnetohydrodynamic cannon. Slow firing, but powerful and capable of firing from beyond the range of most point defence weapons.
- New ships:
> Nimuë-class Carrier
> Cog-class Freighter
> Sidhe-class Patrol Craft
(continued below due to character limit)
- Completely overhauled drones; they now use a single shrouded block and can have their launchers mounted internally (added NOCLIP_ALLY flag). Should work much better and have significantly reduced lag.
- Improved regions significantly; spawn rate of capital ships is reduced and weighted more toward the centre of ADC regions while outskirts will mainly consist of smaller craft. Regions overall should now spawn a more diverse mix of ships. Overall "ship spam" reduced.
- Station cores and anchors now generate a bit of R over time.
- Various balance tweaks. Most things have been lightly nerfed, with the exception of the larger types of shields and the spinal magnetohydrodynamic cannons, which have been buffed significantly as they were underperforming in tournament tests.
Try out the method I described 3 posts below and let me know whether it works for you; if not I can try something else.
If it helps, I know your other mods (EAF, for example) also have the same problem, though I was able to simply find all the ships in that case. This seems to be a problem with lots of mods, honestly, which is real shame. Your models are awesome!
Says different command block.
Is there a way to somehow add them directly to a savefile or idk, alter their command block?
- Removed the EMP device from the Pendragon-class. A bug with how Reassembly handles launched blocks resulted in a chance for the EMP device on this ship to cause it to become permanently invulnerable; until this is fixed the best I can do is removing it from the ship entirely. If you're experiencing this bug, it will be necessary to travel through a wormhole or regenerate the world to update the ship blueprint. Apologies for not fixing this bug sooner.
- Added a "regions_nerfed.lua" file which can be used to greatly reduce the number of ships which this mod spawns, to a level similar to that of vanilla factions. To turn this on, rename the file "regions" to anything else, and rename "regions_nerfed" to "regions", then regenerate your world or travel through a wormhole. Renaming the files may need to be re-done every time the mod updates, though this should not happen often.
If it’s lasting for 10 seconds but that seems too strong; I can nerf it a bit. If it’s permanently active though then that’s a glitch - if this is the case I think I have an idea of how to fix it though.
Can you explain a bit more about making the base factions unable to shoot anything?
On activation, instantly and completely disables the weapons of all enemy ships within a 100,000 unit radius for 10 seconds, with a 40 second reload period.
As for an Expanded Armoury 2, I suppose I could do that, but I think I'd rather just continue to update and improve the current one. There will definitely be more updates, content, and fixes coming for it in the future.