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Thank you for your great mod.
The Galactopedia only shows the Races information for the four alien races allowed as independents. Is this intended?
I then figured I could do the same with your Terran Conquest, and now the the work is done. The total is 32 mods, including really huge capital ships. I tested it just now and the tech tree seems to be as it should be.
Here is the link: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3588204750
There is one Ultra Long Range drive and its for the Recon Cruiser only.
For projecting military power you should build Starbases.
For speed I certainly go for Equinox Drive.
Well, the different parameters of the hyperdrive engines have nothing to do with the mod; it's the same in vanilla.
At least for warships, I always use maximum speed. Fleets need to be able to move quickly, so energy or cost is irrelevant.
For civilian ships, however, I like to use efficient engines or the Quickjump hyperdrives. They're not supposed to fight, but to get the hell out of there, and preferably quickly.
In that case, flight speed is also less important.
Anyway, I’m continuing my game; so far so good, as they say. I’m researching a new warp drive and went for the Gerax v2. I’ve analyzed the different parameters of the four drives and I think they’re not quite balanced. The most important factor by far for me is speed, it’s a key element of efficiency. Jump range too. The rest a bit less, though of course a drive with low consumption is nice. In short, I think your four options aren’t perfectly balanced, and if it were up to me, I’d rebalance them a bit by giving more advantages to the slower drives, maybe an even shorter recharge time or a longer jump range. In fact, that’s one parameter missing: there’s no drive specialized in long jumps, too bad.
Also, since I read your manual, I went with the fixed non-hidden research option, but I find it less interesting. Is it really necessary?
All that being said, your mod is really good! Please take these remarks in a good-natured spirit.
I had actually read almost your entire document, believe it or not. I think you should have it parsed by ChatGPT or an equivalent tool and make it more focused, because out of the 31 pages, you give game rules but also various comments and digressions.
So yes, page 7, I think you need to go to Mars.
https://gtm.steamproxy.vip/workshop/filedetails/discussion/3536887117/598534026474784519/
You can obtain the colony module with the ‘Basic Colonisation’ technology, which you must research separately.
You can find it under sensors.
That would fit the theme of the mod perfectly, as you are essentially searching for your old home world. :)
In order to make everything work proper here is how to proceed!
1. Once you get coordinates for Sol, send Explorer with Ion Shield.
2. First go to Terra and investigate - Events unfold and little surprise
3. After Terra go to Mars and Rebuild Mars Guardian Station (bring Constructor with Ion Shield) and research what you find there! > Anti-Graviton Emitter - to be found where Research Labs
Do not colonize Mars to acquire the station that way - repair it straight away!
4. Events now take their course - it will be couple of years before the grand finale but its awesome when it comes !
5. Investigate and clear the rest of the Sol System. Few goodies and some background story waiting!
Otherwise, I just had one suggestion for an improvement that wouldn’t be anecdotal at this level: I think there’s an issue with the gameplay engine/thrusters. The thrusters are small and would certainly be useful, but since we have a limitation on the number of engines and they count as engines, they often get ignored! And on top of that, we also have a limited number of yellow slots... My suggestion would be either not to count the thrusters as engines, if that’s possible, so they could go into the extra yellow slots, or to remove this “max engine” restriction and just let the player do whatever they want with their yellow slots. Considering that an engine weighs three times as much as a thruster, I think thrusters could come back into favor this way.
System Names already in for next update. Moon names, well, I take another look later maybe find a way to circumvent engine restriction.If I only can make Terra´s moon into "Luna" I´am all happy.
Ship design names, already upped from 36 in vanilla to 84 in the mod, getting more difficult to find names that fit the vibe and style.
As for the global perception, I´am not fond of cobbled-up mods that feel and play awkward because their features do not integrate seamless with the vanilla game (except some engine limitations like with the upgrade mechanic of ships role/hull of course) so my goal is to make it difficult to distinguish what is vanilla and what is mod.
Thanks again for kind words!
As for improvements I’d like to see, as I mentioned, providing a list of systems from the start would be nice (and if you ever figure out how to change the awful moon name generator, don’t hesitate!), as well as maybe adding more combination choices for ship names (since we’ll never officially get separate lists by ship class).
I also appreciate the high-quality, error-free text (even though I’m not a native English speaker), it makes a difference.
Great work and keep it up, this is a fantastic mod, and as a player who almost only plays with humans, it’s becoming the base for playing.
These are the games that a so memorable and these are the games I´am looking for!
There is already players that got beaten (dunno their difficulty settings though).
I would not recommend anything above hard - preferably maybe normal as this is what I based balancing on.
With next update the playing field will become even more levelled (toning down a massive player advantage over AI) so player has to roll up his sleeves if he not want to be rolled over
Really looking forward to Shadows expansion as it will bring new mechanics that wish I would have right now.
They will enable a whole new world to advance the basic concept of "creating the chance of memorable game" a lot.
I didn’t give it much thought, I know system names are “cosmetics.” I was just darn sure that, given the extent of your work, you would have included your own list, following what was cool in your mind.
I’ll use the editor to rename the systems, no worries.
Good game so far, I’m still at the beginning. I would be surprised to be beaten by an AI, given how godlike my strategic acumen is, though. 🚀😚
Well, I did not add any mods, not even cosmetic ones, so no system renaming. You wrote several times in your document (which I read carefully, hehe) that you would not check issues if mods were enabled and that no mod should be used.
whats nice is that there is other empires ahead of me which normally does not happen in Vanilla, i think i should have conquered some more species early to colonize and expand better, i normally never wage war till late game, this appears to be a mistake in your Conversion mod.
I will start a new run.