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1) There's definitively an issue with FLAK: with "Hide obsolete techs" selected, T2 FLAK appears along with T3 Guardian and T3 FLAK. Moreover, if T1 and T2 FLAK use a reduced tribarrel L-Turret, T3 FLAK uses the normal monobarrel S-Turret. In game, I could also see that in a AI fleet with all upgrade (to T5), FLAK had T2 icons!
2) Mining Drone Laser turret and Energy Syphon turret use the sale reduced monobarrel S-Turret (the size of a P-Turret?). Moreover, M-Size Mining Drone Laser use the same turret as S-Size Mining Drone Laser. Perhaps this is intended, but there could be a difference between S and M lasers.
Smaller turrets look more fitting to me. It varies by type I suppose.
True but how the 3 turret sizes looked it seemed like they where going for something that would be 3 different effects. But since all effects are the same I choose the bigger one.
- Did you fix the PD energy turret looking like a smaller S-slot instead of a FLAK turret?
- About missile launchers looking like MRL, there could be a good reason: reloading time. Like, fire only one tube, and have the others ready. By the time you fire the remaining tubes, first one is reloaded (plus a security margin, meaning you need more tubes.
I looked into ur comment and the author did react reasonably well. I expected (____) levels of reaction when you put it that way lol.
You asked how easy it would be and they gave you a non hostile explanation lol.
I agree with them mostly. Although I wouldnt say its difficult really. Time consuming though incredibly.
I dont think its something I would get around to anytime soon but what I would recommend doing is checking out my Fixed Turrets Lite and using that to learn how to add the locators proper.
It doesnt take very much programming knowledge but it is fairly time consuming.
And if you never get anything out of it then I may look into such a thing. But it would be at a much later date.
I dont mind being known as a modder who makes compatibility patches but id rather not be known as a modder that people come to for their turret fixes
But now they have their resource needs and pd lasers are registered as energy weapons now. Originally in base game the code had them as kinetic weapons and when Paradox changed that I forgot to change it in my code v.v
But now its 2.2.* ready to go thank you for the much needed kick
It needs some values updated for it real quick but then it should work proper
Im suprised that an old version of this was asked for before my Expanded Machine Worlds mod but glad to be of assistance
The file appears to be from April 2017 and there where some updates of this between then and 2.0. Im not 100% sure what those updates where but it should work proper still.
But if you do find any issues then feel free to let me know and I will work to fix them (again I guess technically)
If you can, try turning off the mod and building one to see if it still doesnt have a weapon on it. There is no reason it shouldnt but just in case
unless while you where typing it you where thinking it in a mean way >.>
at least you told me what was wrong instead of the other way thankyou
should be fixed now
that should work proper now
also its better than if no one reported anything and you just said "yeah this is broken" and left me with no other info at all to go on xD thats really annoying lol
as said currently its technically "fixed" but not in a way i like and am working on making a proper fix of it thank you both for your reports
Ive updated to remove the conflicting file but am looking into a proper fix where they will keep their more missilyturret
Thank you!
But back burner/hope they fix it before I do so I dont have to doit