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报告翻译问题






Missions will now validate themselves when revealed. All Missions have an "Attempt" or "Resolve" button. Make sure you place your assigned leader in the target system, and your opponent places their leader (if they decide to oppose) in the system before clicking "Attempt". This will auto-generate dice you can roll. The location the mission is being attempted/resolved in will also be validated, and warn you if does not match the mission target.
Remember: Nothing is enforced, and you can always ignore the validation warning, and play/resolve them manually.
The Governor attachment ring is not scripted. My advice is to do the build normally, then discard the ring and replace the units in the queue with the other unit you would have built with the ring's ability.
Based on how he described the card, I believe it could not be targeted by an advanced action card. He stated one purpose of the action card is to guarantee you would still have a fighter to play death star plans. I believe he said if you have 6 fighters, your are guaranteed 3 rounds where you'd have a fighter.
Scenario I had 2 fighters used the action card, then dice take out 1 fighter, and the other either stays alive because he cant be targeted, or they both die because of the tactic card that says deal 1 damage.
Thank you DevKev for all your hard work into this game!
is there a way to turn these off? we just had a issue last game were the ping made it seem as the other play accepted the mission and did not intend to contest. but in reality it was the ping from the mission that was somehow delayed for one player, maybe because of ping.
if there could be the option to toggle it on and off that would be amazing,
thanks for all the amazing work so far!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2541133581
I still hear a lot of complaints about the "units are too small." I originally sized the units to be the same scale/size as the actual game. You can change the size of units during setup, but enlarging them wasn't really feasible before because it would cause trouble when units moved to the combat board and smashed into each other.
Now, this new update will start with, and accommodate large units by default. You can still make them smaller during setup. Making units smaller won't cause the collision chaos that making them larger does. Units that move onto the battle field will automatically resize while there, so they can all fit in their predetermined positions. Once they leave the combat board, they'll return to previous size.
@LegitWaffles, ah that makes sense. I think it's because the images are higher res, and there are twice as many states on the Rebel map icons. It probably takes TTS an extra moment to load each image on state change.
I've also added some help text for new users to learn the various features that aren't always intuitive. Things such as how missions can be flipped face up and still remain hidden from your opponent. Dice results in combat can be dragged onto units to apply damage and healing, etc.
I'm not having any issues with the Rebel probe map. When i hover directly over the icons in it and press 1-9, they change their state. The Rebel map will never auto-update, it's only for Rebels to track which probe cards they saw on which turn, (or any other way they want to use it). Do the number keys across the top of you keyboard not flip the states of the icon you hover over when pressed? It should take about 1 second for them to update.
If the dice matches, it adds the damage token and moves to the used box. If it does not match the die returns to the Roll/Reroll box.
If you have trouble accurately dragging/dropping the dice, you can use the shadow of the dice to tell what it will hit when it drops.
This shouldn't really be an issue though, because in a 2P game, the script will move a player from the General seat over to the Admiral Seat if it is empty.
I originally chose White/Red for Rebel team since it matches their symbol colors.
I chose Blue/Orange for Imperial team since it matches space/ground colors in Rebellion.
(Black and Grey are not available player colors).
What's your opinion on Red as the primary Rebel player color and White as secondary? TTS Player colors are limited: Yellow, Brown, Purple, Red, Green, Blue, Orange, Teal, Pink, and White.
Team Red & White?
Team Red &Yellow?
Team Red &Pink?