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取决于原版游戏中这些单位有没有高抛弹道。帝国的烟花炮恐怕是没有的。
多人模式可用,确保每个玩家都开启了完全一样的Mod,且版本必须一致
这是6.1版本CA搞出的Bug,B站的无禁思念有解释这个Bug的原理。很遗憾,这种Bug用Mod解决不了,只能由CA自己修复。
This mod is 100% compatible with multiplayer. The desync issue might be because one of you didn’t have the update I released on May 17.
Still compatible with "Solve the problem of not firing"
十分感谢作者大大,没了你的高抛和stop lding简直玩不了远程派系了,那么能请问下目前这个整合了stop liding的高抛mod能和另一个《把算力分配远程》的mod兼容了吗 ,或者还是跟以前一样打了这个mod就不能再启用算力分配的MOD了吗?
I also had a mod that made my units and enemy units react faster to my commands and not take ages to do what i want and it also got removed yesterday.
My savegames still work tho after loading in the latest one and do a new save."
Reddit上有人这么说的。这意思是被CA无形的大手移除了么?感觉没道理啊。
Yeah, that makes sense - and, fair, I can understand not wanting to step on anyone's toes. I haven't seen any info about it, not yet at least.
I actually understand how Stop Idling works. Since both Stop Idling and my mod modify the same game file—and Stop Idling essentially just tweaks a few parameters from the base game—it's quite easy for me to integrate its functionality into my own mod.
However, I'm not sure whether it would be appropriate to do so. I don't follow the English-speaking community very closely, so I have no idea why the original author of Stop Idling suddenly decided to hide the mod.
If anyone knows the reason, feel free to let me know in the comments.
啊?确实啊,我也不知道为啥stop idling消失了,我没关注Mod圈又发生什么了。但是stop idling是不影响旧存档的。
如果发生不断切换而导致不射击,让你的远程单位变成正方形,近战单位拉成长条。这是CA底层代码的问题,改动Mod参数作用有限
大佬能不能出一个强制任何情况下都高抛的的mod
You can find a detailed explanation about that in the FAQ section
Usually no update is needed unless CA makes another mistake like they did with the 6.1 patch.
If you have any questions, feel free to leave a comment in English — I’ll be happy to reply in English as well.
对于我们几个Mod,更改排序不会影响任何效果。其他方面你理解的是正确的。
至于passive shooting revised 和 hold position似乎并不会覆写stop idling和这个mod的任何更改,我这样理解对了吗?
1. 排序不影响效果,随意排。
2. “随意移动破坏阵型”是6.1版本更新后出现的原版游戏Bug,Mod解决不了,只能等CA自己修复。
3. ”无视召唤物开火“这种功能我目前没有见过,因为召唤物本质上和普通部队没有区别,没法区别对待。
可以和所有Mod兼容,所以也包括Just Good Babysitter。
Stop Idling和算力偏向远程的侧重点不一样。Stop Idling主要修改了混合武器切换、响应移动指令的时间,从而加快响应但不会节省算力。算力偏向远程主要简化AI行为、简化自动瞄准射击行为,从而节省算力进而加快响应。
Stop Idling和算力偏向远程自身都有副作用,比如更容易造成友军误伤,但是这种副作用会被我的Mod覆盖。所以你主要思考他们的侧重点是不是你所需要的。
你说的问题是6.1版本更新后出现的一个Bug。很遗憾,这种Bug只能由CA自己去修复,Mod作者们无能为力。
Do you mean Stop Idling when you mention "No More Idle Units"? If so, our two mods are fully compatible — they've been tested extensively by many users without issues. On the other hand, my mod only changes the game's global logic, and theoretically it shouldn't cause any crashes by itself.