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









Can I translate to spanish and up here?
Thanks anyway :)
By contrast, if you select a group and just order an attack on an area, the AI will generate its own FUP somewhere it thinks is sufficiently protected, plus any move orders necessary to get to the FUP.
Be aware that the attack will always proceed in a straight line to the target (albeit with some modifications for terrain perhaps, including bridges) from the FUP. If you're setting the FUPs manually yourself, you could screw over your attack from the outset by having soldiers march up a hill or through a forest or whatever that they were hiding behind for protection during the re-org at the FUP.
You can use the options to set the times for your attacks to try to improve coordination, but that would require a guide in its own right.
And it's good to know there is a Combined Arm effect. I miss it (like a lot of things, still learning).