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






* When we buy a ship, instead of spending the amount of coins stated in the card, the rules say that we should consume all available money. The mod should reflect that.
* Automate sector rewards (if possible). Clicking on an arrow should collect the respective reward and invalidate the respective dice.
Thanks for the amazing job!
:)
At present, to swap two cards from the deployed area you need to "undeploy" one of them. It would be great to have the ability to not have to do this.
For instance. press "swap" - "ship 3" on one stack, then "swap" - "ship 1" on the other stack.
I hope this makes sense!
We were discussing that it would be great if you had a surrender option, Maybe a ship with a white flag goes across the screen?
Loading from a save or rewinding is not implemented in this mod. It's a quick game so no scripting is done for it to be saved and continued at a later time.
I have heavily customized the dice roller script for my mod. In its current state, it is not a standalone object that can be used in another mod without causing errors. It will need to be reworked as a standalone roller, if I have time in the future. Sorry.
I pulled assets from different workshops as saved objects, so don't always remember the actual names. You may want to try and find what you need in this effects collection mod.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1469725554&searchtext=effects
Thanks for the comment. I just checked, the red light sphere is still on the steam cloud, as should all other assets.
http://cloud-3.steamusercontent.com/ugc/1020571138993655155/1E914967B4F4599C14141E062769D083865B220B/
The refresh one card per round or three cards every round plus one turn are good alternatives. One card per turn may be too much, but I may just put all the choices on a selection panel and let the players decide before game starts. Will have to think about it. Thanks for the suggestions.
It was an accident to set the new shipyard refresh ON by default. I did another quick update and it's fixed.
The refresh feature is still in the experimental stage. I find the game more fun when the shipyard card choices are more dynamic. There's also an urgency to get the oldest card(furthest from deck) on each level before it rolls back into the deck.
It play tested well but I will take suggestions for a formula that makes it more fair to all players in the turn order. The existing voting feature was meant to keep the shipyard from getting too stale, but it was a little cumbersome to use in practice.
- A new megaphone key was added for the active player to send prompts to other players who haven't hit their 'Ready' key.
- Added option to turn on/off shipyard refresh(not auto-refill) with a right-click on the Refill button. It puts the oldest card on each level back to the bottom of the deck and replaces it with a new card. It's for all launch speeds.
We found it to be unbalanced because the player who starts the round always gets 4 new cards to choose from as opposed to the rest of the players that only get one new card.
The 'All opponents lose 4 VPs' card is placed on the Discarded pile by default before the start of the game.
It didn't occur to me that there may be a demand for high winning victory points when I was working on the update. But you're right, the points options should be more flexible. I'll try to put in a quick workaround for now and then do the proper interface change at a later date.
Short of scrapping the whole resource grid, the max points that can be reached in the mod is 79, with any overflow ignored. If more than one player gets to 79 during the last round, there will be a tie in winning since no more rounds are possible.
Can we make a request for a custom EndGame condition? We like to play for a while, and one of our group is very good at getting a lot of VP quickly, so we sometimes have our win condition set at 80. It seems that with the new update, that even though you can choose between the three options, there's no option to have 'none' or 'more' selected, which means we'll be switched into endgame in half the time as normal.
You’re welcomed. No full expansions planned. Some cards based on Shy Pluto are included in the custom deck.
Thanks for all your compliments.
When you buy a card, the card cost is deducted
If the remaining credit is different from the income(higher or lower), the Reset button will appear.
If the remaining credit is the same as the income, the Reset button will not appear.
Furthermore, if you use the Buy command again to buy more cards through abilities(if you can afford them), the Reset button will appear or disappear based on your new remaining credit amount.
As mentioned in the release notes, you can skip the Reset button if using an ability to keep the remaining credit.
If you end your turn without reseting a credit that is lower than the income, the reset is automatically triggered.
I have a backup from when it is working but I'm not sure how to make it work lol. Guess I'll have to research that.
My issue is the following items are missing if you could update them when you have a chance it would be greatly appreciated.
Custom AssetBundle
http://infinitebucket.com/tts/scenesystem/light-yellow.unity3d
http://infinitebucket.com/tts/scenesystem/lightning-ball.unity3d
http://infinitebucket.com/tts/scenesystem/light-blue.unity3d
http://infinitebucket.com/tts/scenesystem/light-green.unity3d
http://infinitebucket.com/tts/scenesystem/light-red.unity3d
http://infinitebucket.com/tts/scenesystem/light-purple.unity3d
A couple of suggestions for features if you don't already have it in your backlog (understandably that there are some edge cases around these which may make it more difficult to implement):
1. Buying a card automatically deploys the corresponding number and the new card goes onto the board
2. Ending your turn automatically resets your income if you've purchased a card.