安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
I'll take it down if this one gets updated though :p
Can those command strings be modified to create other unique systems (guardians, "unique" systems, etc.)? I like to "turtle up" (pick a cluster of systems, fort up the choke points, use gateways to expand out), so I wouldn't mind being able to add extra sites to the mix.
Really wish paradox would get their head out of their butts on this event and I'm wondering if the goal is to troll players with such an awful design. It doesn't need to be cute and try to spawn the system far away from the anomaly. Make it one or two systems out. Don't let it connect to hostile empires or systems that have marauders or other hostile entities and call it a day.
First time it decided to spawn in a system, that then was converted to the Fungal Parasite event (yeah, that one with 0.5% spawn chance), which meant it was put inside AI territory instead, the other time it spawned 4 systems away from my start.
I'd say it's still horribly bugged. Especially if you run with mods like More Events Mod which drastically reduces the chance of it spawning (sadly).
They corrected that as part of the 2.6 rollout, but I kept it in there just in case the change reverted in the official v2.6.3 release for some reason. It hasn't, so the next time I update the mod I'll remove it.