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


















I think it would be better to remove the upgrade button from buildings, leave only upgrades through research and clarify the number of upgrades, and also rebalance. For example, base damage 6, first upgrade +19 damage and maximum +9 upgrades +25 damage, research cost x2 of the previous one; base penetration 50% and 10 upgrades +10% penetration; remove capacity altogether or display it as the total battery charge in the system; instead of upgrading capacity, add the Ion Capacitor building (analogous to a battery) with a capacity of 5000. Make the first version of the drill operator-controlled (like a mortar). Add research - Automation (the second version of the drill) and add the AI Core to the resources required for construction; when deleting a building, the resources (at least the AI Core) should return.