安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題






(I'll try to make a change for this later on)."
It would be great if you could make this compatible.
It has lines in it:
country_base_energy_produces_add = 500
country_base_alloys_produces_add = 500
country_base_volatile_motes_produces_add = 35
country_base_exotic_gases_produces_add = 35
country_base_rare_crystals_produces_add = 35
country_naval_cap_add = 1500
This doesn't seem to work for the AI. Can you check it? I looked at other files, nowhere does it mention what this piece of code is called — "Alloys_for_Ships_Extreme".
This is mostly for those that play with insane mods like Gigastructural Engineering once I get to the late game even with this mod the AIs just can't keep up.
(Or you could declare war on them and destroy their fieets, that should make them rebuild it but instead, wont be forced like this extreme)
More Crisis and FE ships
Or any other mod that buffs those.
Finally, a worthy opponent. Our battle will be legendary!
ohh btw, I do forgot to add it here, should be save game compatible, if removed from the current save game, the AI will lose the bonus Alloys as well as the extra 500 naval cap and should force them to sell some ships if they're overcap. Then on the 00_alloys_budget, it should just revert back to vanilla after a few days or so.
adding it back on a save game should do the opposite of the above and give them back all what's lose, this should help you guys out. :))