安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Remember, even the most skilled musician occasionally falters, but in those moments, the choir of life doesn't judge. Instead, it pauses and listens—waiting for the next note, the next chance to harmonize. Our mistakes, too, are part of the music. They don't define us, but teach us how to find our place in the grand, endless song.
Would you care to make that one mechanic change into a stand alone version? Please. Explicit is better than implicit, and not being able to fine tune the experience is the bane of my existence.
Just as a thought, another way could be to make all points optional
and/or a more flexible approach where you give an UI interface that is flexible in its scaling within a spectrum/range. Upper and lower limits for values like min max cost or min max distance when cost effects would set in and a slider that allows the user to fine tune.
In any case, i love the unique playstyle changes that you offer and will definitively give it a go.
It also means you'll feel a spot of indignation far more frequently at seeing alien ships near your borders, because there is a high chance they will simply claim stars you were going to have and then oops, borders closed!
Makes the AI a prick when it comes to systems!
this sounds too good to be true, you mean i could leave out systems which i do not put stations in and then pick up a few systems later and would not have to pay a distance penalty?
Please say it is so :)