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






That said, nice mod. Felt good to play; didn't feel like it wasn't the base game - and there were no outstanding items that I noticed in my limited experience.
Thanks once again, I think you should make the AI a bit more competent as they cluster Waah towers and can make them a bit more aggressive.
I will investigate tonight and hopefully be able to fix it pretty easily.
Check out the first series between Socite and Weissberv here:
https://www.twitch.tv/videos/726382645
Enemy Ork AI on the other hand, are insane, even on casual. They spam units like crazy.
If you have any questions post comments on the guide and I'll try and answer.
There is some new stuff in this version though. I replaced Jonah's silence on melee with a buff to his Zeal passive ability. Escalation phases give more resource gain which will reduce the Power bottleneck in the mid to late game. I also made it so that Mines that are revealed by a detector will stay permanently revealed. There was a few tweaks to some things like Kommando Konscripts doctrine since it wasn't behaving as intended.
The current changelog can be viewed here:
https://www.evernote.com/l/AWcBHr1J7O1P6andq1Fw5QBjzE2ghhNr3xs/