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









This is the WotC patch.
Does this work in WotC? And what do the ‘Doom points’ do?
It doesn't as far as I can tell.
My suggestion is to go into your own ini files and mess with the numbers.
You can lobotomize the Avatar program by setting certain values to 0, increasing time for the project to progress, or make it so that only research facilities gain pips, but the doom clock is static.
After playing this on Legendary difficulty with Covert Action Missions , I found that the doom counter wasn't ticking along sufficiently to cause me into making any raids on facilities. The game functions fine, but I think these two mods together make the game too easy. I'd suggest adding this point to the description so other players can make that choice.
Also I'd up the counter to tick at least once each month to recreate the sense of urgency. Apart from that the mod works great. I have many more facilities to raid now - if I want to :)
MonthlyFacilityBuildData=(Month=4, MinBuildDays=15, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=6, Difficulty=3)
MonthlyFacilityBuildData=(Month=5, MinBuildDays=10, MaxBuildDays=29, MinLinkDistance=2, MaxLinkDistance=6, Difficulty=3)
(Credit obviously given to you for it)