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I know the mod hasn't been touched in a while, but wondered if you had any idea why the SE ships that spawned, on what I assume is the initial world creation, don't have engines? The other two faction ships work perfectly and I haven't seen any oddities from them. Just seems to be the Xenon ships for the Sajuuk, I'm working on purging the world of broken ships, when I can find them and I'm manually trying to fix their economy so that they can start producing the ships themselves.
Also one other thing, I'm not sure if the shipyard has Solid storage, so it may be impossible to manufacture Xenon vessels, haven't checked the Wharf yet as it's long since been destroyed.
Is it intentional that the faction representative is nowhere to be found?
Hmm, U could use google translator 2 make a roughly make a JP version btw. >w>
> For those who are interested in dis topic and would love to language their mods here you go. ^w^
There's a few mods out that is not CAT packed dat haves the "t" folder in em so U can look at those for preferences. >w>
It looks pretty simple to do, like "0001.xml" is basically English, "0001-L086.xml" is Chinese, so the one for Japanese is "0001-L081.xml". :3
(I found JP xml in "extensions\more_turrets_vanilla_v2\t" from mod named " Stronger Capital Ships - MTFCS Remastered [www.nexusmods.com]" in Nexusmods. ^w^ )
I simply subscribed on this page.
I am using the Japanese version.
Maybe "t File" is missing.
Please L081 file.
The contents are in English
if you're now seeing the name displayed as this "=ReadText791555-1002="
it's either because there's something with the new beta update i won't be aware of until it's officially released or there's a problem on your end.
In terms of behavior, I believe they're a very aggressive faction. I set it to max fleet aggression and relatively high incursions of small formations. They'll defend any xenon structure and possibly any xenon fleets, and turns out xenon will do the same for them. They work to supplement xenon space as an allied faction, consider any of their space to be xenon space.
Like I know the Xenon mostly acts like crazy tiger dat throws em selves at U, until they die. >w>
Does dis faction act the same way? ?w?
(Is looking 4 mods which works in 7.0 dat makes xenon mar of a threat dan a squashy panda dat they was or still is known to be, I'm aiming for a BSG vibe where resources and manage is a must and mistakes could mean the end of you or one/mar of your fleets. X3 )
I actually still have Kuda DeadAir Tweaks enabled as you might need it as an extension for compatibility, like I said, but when you load your game you can then go into extension options and disable all the deadair tweaks there. That's assuming you have Sir Nuke's API installed, which I think is a requirement for those mods anyway.
I think worst case if there's absolutely no sectors for them they'll have some ships spawn in randomly and will try to build stations, from the ground up, in places the faction logic will think they can get away with. It would probably be somewhat similar to the SCA.
I have a lot of empty sectors because I added a lot via mods. However, if when I add your mods I no longer have any, will your 2 factions which can have sectors appear or not?
Athena might be the least flushed out of the 3, but that's only because I'm not 100% sure they can use the Erlking like I designated them to.
Sajuuk use Terran/Xenon ships of every class, Bor'ak use Boron/Kha'ak ships of every class (including XL), Athena (are supposed to) use Argon/Teladi/Avarice ships of every class and would be the most grounded within the universe's lore.
It's also possible that there's bad interplay with mods that actively tweak AI.
For example one mod that can massively tank the FPS is Kuda DeadAir Tweaks.
I have a very beefy CPU, but the moment that specific mod is enabled it grinds my game into a power point presentation. If you need Kuda DeadAir Tweaks as a compatibility requirement for other mods it can be disabled in game through extension options and you'll see the fps clean right up.
Another one to look out for is the station mule and warehouse mod, not sure if that has any interplay with these but I noticed it can really pull the game down depending on how many active units are present.
But yes, It runs just fine . . Noticable frame dip with all 3 enabled.
I believe most mods that introduce new sectors are fine so long as they don't conflict with each other or the author doesn't lock them out.
Short answer: Yes. Current games will love them, make sure you have a back up save if you change your mind and want to uninstall. I'll update the description to indicate this.
Long answer: You should be able to introduce them at any point, though there is a chance that it may be slow on the economic build up. Sajuuk should have their economy dispersed through Xenon space if they can't claim anything so maybe introduce them last.
The other two factions should be able to utilize the pirate economy, but they need their own sectors to initially spawn in stations and ships. I believe the faction control logic will try to have them build where they can. Athena is able to trade with the Teladi as well.
If there are neutral sectors available in your game by the time you introduce them they will spawn a shipyard and wharf in them with no issue.
Can we load them into a current game? I would like to finish the quests and introduce it towards the end of the game. Do you think they will appear and develop normally, perhaps with the support of their allies?
I'm using the DeadAir Dynamic Wars mod, will diplomatic relations work with your new factions?