Instalar o Steam
Iniciar sessão
|
Idioma
简体中文 (Chinês Simplificado)
繁體中文 (Chinês Tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Checo)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol de Espanha)
Español-Latinoamérica (Espanhol da América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polaco)
Português (Brasil)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar problema de tradução
I don't think edict cost is anywhere in vanilla? But I can change it so this isn't affected.
I can add a periodic recheck of existing fleets to redo the count.
Maybe it's because of my other mods, however it seems to me that the Expand Trade Fleet edict is currently broken. It does not close after choosing an option effectively allowing you to expand it as many times as you want without additional cost. The limit for the Fleet size also seems to not be an actual limit there, just that the game crashes if you expand the fleet above the limit.
Also minor issue but since you can get 750 CG and EC refunded once opening it, if you have decreased edict cost somehow you effectively gain resources out of nothing,
Additionally, because of an event all my Colony Ships got disbanded, including the Trade Fleets. However, that means I now can't build any new ones since the limit didn't recognize that. Don't know how practical it would be, but maybe a button or something that allows you to reset them would be nice. But eh, maybe this is just because of my excessive modding.
Thanks a lot for making such a great mod!
Still rate this mod to be very helpful on the long run, but players have to be very patient before trying to push things on day one.