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HOLD THE PHONE, It is Finally here!!
Previous beta dl: https://mega.nz/file/Ku4B2Y6S#yHEX0d-p6CI97_sqb2I6FD0Pj8T7qm11Gw-Khp9C0RQ
Rejoice! At least I can update my UI guide now. That literally has given me a stroke.
Just kidding, it was my thyroid gland, but you know what I mean.
Thank you for these changes Vic! I've been goofing around with planet generation and the changes are very noticeable.
Great change. Putting the "light" back into light tank.
New patch!
Have to stop adding features that might cause new bugs and focus now on getting things stable and updating the main (non-open beta) version.
Thanks for all the feedback! I cannot overstate how important it is to me.
Please do start a new game with v1.12c and check if there is nothing weird with the Logistics (as well as with the new Transfer & Zone Unit Supply features)
Best wishes,
Vic
However, the ability to transfer items to zones would be a lot more useful in combination with being able to supply units locally if there was also a way to tell the zone to stockpile the item rather than sending any surplus right back to SHQ.
In addition, telling individual zones to stop sending specific types of items to SHQ would be useful for solving logistics crises involving backlogged resources in zones: As of this beta patch, if I want to make sure not many unnecessary items get shipped to the SHQ, I have to turn down both SHQ -> Zone and Zone -> SHQ in the SHQ logistics limitations and then manage all the item transfers manually, because any allotted logistics left unspent during the SHQ -> Zone step still gets wasted on Zone -> SHQ later. (I wouldn't turn down SHQ -> Unit, despite leftovers from that being likewise wasted on Zone -> SHQ, because getting logistics through to the front is usually the whole point of messing with the logistics settings.)
It would be much less micromanagement to be able to leave SHQ -> Zone on so the zones automatically get what they need to avoid starvation and to run their assets, while handling return shipping of items with weight manually rather than being forced to allow the logistics system to send back mass amounts of unnecessary resources.
It's rather annoying to have an offensive grind to a halt because so many items are getting shipped back from the cities you captured that reinforcements and replacements can't get through to the front. While the tools added in this patch enable players to work around that issue, my suggestion would make that much less laborious.
Thank you for the development of this future DLC and the support around this great game.
I just had a question about the string edition to translate your game in French.
My attempts at translations were not totally validated (maybe due to a professional deformation :p) :
- I managed to translate a large part of the content present in your hard code (decompilation & co)
- But at the level of .xml/.csv export and .xml/.csv import (I don't remember the typical output ^^) it was unfortunately a failure, at first, I didn't find a way to export massively the .xml of the game (export one by one which was quite time consuming ^^) and then when importing + mod, I found myself with my translated strings crushed by the original strings of the game since it's not a new content, but a content overloading the original content
I wanted to know if you had planned any improvements with this DLC at the editor level that would solve some of my problems above and if you think it is feasible to accept from a mod the overloading of vanilla content/string (unless there are conditions that run against the string and not against an ID etc..)
Thanks to you again.