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 feel like the White Walkers should NOT be powerful at all on offense in the early game. In fact, they should be completely unable to fight outside their territory until they reach a certain tech which them makes them OP. It fits the theme of them just chilling up in the north for waiting for winter to kick in. Maybe that should be their UA?
UA "All units receive attrition while outside their borders. Upon reaching a certain tech, or perhaps building a UB, this attrition is removed."
UU "White Walker. Replaces the Knight. Buffs all adjacent Wights (similar to Great General) and causes attrition damage to adjacent enemy units (similar to citadel). Requires a strategic resource.
UU "Wights. Replaces the warrior. Can either be produced in cities or by defeating or capturing enemy units. Costs no gold to maintain."
has something to do with unit capacity ?
taking over defeated soldiers is a really white walker thing and pretty awesome
i have even taken over one of deanerys dragons
a bit overpowered though ?
i ran down the wildlings, nightwatch, the north, and part of the iron isles before any other civ took one city
having some troubles and ideas:
Troubles:
- unit cap...
since u can't found cities, u just can hold around 10 Units (the white walker are a horde Nation)
Also, the mod says that the units are free of maintenance. But i pay 0,2 gold per unit per round
Ideas:
U could remove the Food for this civ (it cant raise or decrease) for each unit, the others capture, u get an additional Inhabitant for ur city (that would also be good for the limmiting cap)