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Toys... well, there's more where that came from. By my count, the research grid is missing everything since races were introduced, plus stellar shielding, plus the new abilities I've been working on, the Progenitor tech tree (which I have NOT been working on yet)... possibly more, but I can't remember it offhand.
Research icons: We don't really have a dedicated artist. Alar's been throwing out some interesting icons (Boarding Parties, Factory, Orbital Enhancement, and some of the various armor icons), but a lot of this stuff is suffering from a lack of assets as we repurpose images already in the base game. Intelligence Facilities are a perfect example of this.
Metropolis art is a big no-no in my opinion as well, but I was unable to talk him out of it. (Just as I was unable to talk him out of adding the Residential Area.) I definitely like the factory, though.
The (I) nodes are infinite development, yes. I could swear I added localization for all of them on GitHub, though - as far as I know, the master branch down there is where the latest patch came from.
I think some of the extra tuning might stem from the fact that we've got Sublight races which start with no innate FTL generation but can wind up using FTL. Not sure.
Gate tech: I'd have to ask Alar.
Ion drives: The 'negative' high turn rate is a slight error on my part. As for a pure-turn engine... interesting.
Funny, I wasn't too fond of the tradeoff as it seemed too arbitrary. (Graviton Condensers, for example. Why would only flagship-heavy races develop the scientific knowledge to make them?)
Can't really speak for the rest of your OP, but the artifact icons are also something Alar came up with that (in my opinion) turned out pretty well.
I'm fine with the onboard shipyard support builder component being half way down the support tree, for example.
The reason I like this kind of thing is it provides a choice for you, and something that can be adapted to for your enemy.
If you go mostly supports, you enemy knows they can probably flagship snipe pretty easily and may wish to invest in flak cannons if you're swarming, or at least some torpedos.
If you're going flagships, then swarming might work well on their end.
A mix of both is also possible (I think? Didn't quite add up all the bonuses but I think there'd be a net positive, even if smaller than the max specialised bonus), which is good.
It isn't possible. The moment you get one of the Flagship Specialization techs, you cannot get a Support Specialization tech (or vice versa).
IF, and only IF the Specialization techs were a statwise tradeoff between making better flagships or better supports, I might be fine with it. (And even then there are now other ways of doing that, like Hulls.) But gating various subsystems behind an irreversible specialization choice? No.
Seems fun, but I'm a bit disappointed that -most- of the really shiny new abilities / weapons / stuff isn't available on the research tree, I found a couple of other missing localizations (one was just a bomb icon - a very NICE bomb icon, admittedly, but no text, from a Revenant equipment cache. Can't remember other, think it was research tree somewhere.)
Compared to core it has lots of interesting bits but is significantly less well explained or signposted. I like some of the ideas a lot, I dislike others, but that is usually going to be the case for any big changes mod like this.
If you decide you do want to use the Ore Transport mod, go right ahead. All my stuff is WTFPL.
As for explaining/signposting, I feel that (aside from the 'very nice bomb icon' and ship specialization - the former is a bug I haven't quite squashed yet, and the latter I've already explained xD) we did a fairly decent job of it. (Stuff I thought I committed when I didn't not included. I wish I could push that on my own...)
The research grid is a thing I never i am satisfyed with.Sometime i even thought of trying to bring back some of the old research models Star Ruler2 had or maybe combine them.
As Dalo said I did not update the mod from my side since the races were updated.But now we can start updating it again.I was more focused on trying to test all this race stuff.
I'd rather not, really. Aside from the fact that the research system is currently set up so that the production of research points slows down as you eat up an imaginary 'research pool', there are some significant flaws in an infinite research system, one of which has been noted on several occasions by SR1 players and the devs.
That said, a possible workaround for your issue would be to use a tractor beam to bring either a gate or a Commerce Station to the system behind the nebula. So long as you have a gate/Commerce Station in your home cluster, you will be able to ignore the nebula's deleterious effects entirely.
btw , how did you think about diffred Hull Subsystems for Supports ?
Corvetts , Fregatts, Destroyer , Light Cruiser ... more Space , expensive but better that a Flagship Allone :)