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This mod changes station scale. Therefore, this mod doesn't fix the problem. If you would like to fix, could you please use Tweak NPC Faction Economic Thresholds ?
バニラでは、製品のステーションを建築する際、その製品の原料の不足テーブルを確認します。
しかし、建築に使う製品が不足しているとき、バニラスクリプトは建築に使う製品の不足テーブルを確認します。
つまり、原料が足りないか確認されません。
そのため、無限ループが起きると考えています。
I found a reason the feedback loop.
In vanilla, when a product's station will be built, a script checks a shortage table for the product's resource.
But when the product used for building is shortage, the script checks a shortage table for the product used for building.
So, the product's resource isn't checked.
Therefore, I think the feedback loop occur.
The building time for each station is constrained by having only one module build at a time. You might need to reduce the module building time to balance the time for adding new modules to the AI planning cycle.
I understand. Thanks for having fun.
This mod only changes the module limit for stations and doesn’t alter the logic behind how factions build their stations. However, as you observed, it can lead to shortages of hull parts and claytronics, potentially causing a feedback loop (e.g., "Not enough hull parts and claytronics → Build more modules → Even fewer hull parts and claytronics"). I wonder if there’s a way to solve this...
The reason for setting these values separately (without defining them in modules.xml) is to avoid station generation failures, which can become more likely if module limits are too high at the start of the game.
This defines the module limit for modules that do not have an upper limit set in modules.xml. In this mod, I've removed the upper limits for many modules in modules.xml and instead defined them in parameters.xml.
<replace sel="/god/stations/defaults/modules/@production">6</replace>
<replace sel="/god/stations/defaults/quota/@sector">40</replace>
Both of these are only applied at the start of the game. The first one defines the upper limit at the start of the game for modules that don’t have a limit in modules.xml, while the second one sets the sector cap for stations at the beginning of the game.
これはmodules.xmlで上限が定義 されていない モジュールの上限を定義しています。このMODではmodules.xmlで多くのモジュールの定義を削除し、その代わりにparameters.xmlで定義しています。
<replace sel="/god/stations/defaults/modules/@production">6</replace>
<replace sel="/god/stations/defaults/quota/@sector">40</replace>
この2つはどちらも ゲームスタート時のみ 適用されます。1つ目はmodules.xmlで上限が定義されていないモジュールの、ゲームスタート時の上限を定義しています。2つ目はゲームスタート時のステーションのセクター上限数を定義しています。
<replace sel="/parameters/economy/modulelimits/@production">20</replace>
What does this define ? Is it the total number of production modules of a certain ware the AI will build?
<replace sel="/god/stations/defaults/modules/@production">6</replace>
<replace sel="/god/stations /defaults/quota/@sector">40</replace>
I'm guessing these two are, the max number of production modules on a single station, and the max number of production modules of any type in a sector? So a single sector will build stations up to 40 production modules, and no more than 6 modules on the station?
No, defensive platforms are not limited by this mod.
AI Economy Buff 7.0 Re-masteredにも同じくモジュール拡張の変更が入っています。
It conflicts with "AI Economy Buff 7.0 Re-mastered."
"AI Economy Buff 7.0 Re-mastered" also includes changes to module expansions.
DeadAir Ware/DeadAir Ecoにもモジュール拡張の機能があるので、このMODは不要だと思います。
This MOD conflicts with DeadAir Ware/DeadAir Eco.
DeadAir Ware/DeadAir Eco also has the ability to expand modules, so this mod should not be necessary.
NPC派閥が指定された領土を領有しようとするかどうかで合っていますでしょうか?
Sorry, what do you mean by faction logic?
Is it correct to say that NPC factions are trying to claim the designated territory?