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报告翻译问题






1. Signal markers only snap in the data slots for the blue/red star sector, not the other 3 sectors.
2. Data markers snap correctly only for the white player. For the green player, they do not snap to publicity and income spaces (and when trying to place them there, they snap to either the left or right adjacent space); for the other two player mats, they do not snap at all. Not snapping at all is actually ok, the main problem is that for the green player, one needs to unlock the snap flag in order to place on publicity or income spaces on the player mat.
Not high on the priority list but I'll see what I can do.
"Also, the sector board randomizer misses half of the possible rotations of outermost sector. There are 8 possible rotations, not 4. (For example, neptune is always aligned to the left half of a sector board, never the right."
Odd, I'll take a look.
Will add expansion first, then go for fixing issues like that.
Automation is a difficult thing and requires more thought than one might think. The biggest problem comimg with it is: Where to draw the line? Players expect consistentcy. So they'd assume different levels of automation based on a few things they might notice in the first few minutes of their playthrough. So while moons might be automated, they might expect other things to be automated as well and forget or don't notice it not being automated.
I draw the line at Setup and some QoL features that make manual stuff quicker to do, such as moving the score marke or adding numbers to other numbers (income). These things you need to actively press, should not happen by accident.
I hope that makes sense.
1. I can look into that
2. I don't to lock then because some players prefer to drag and drop stuff instead of clicking buttons. I'm also not sure how you would benefit from this? Does it make any difference?
3. I try to avoid automation like this because it can lead to issues like accidentally triggering it.
4. same as 3.
5. That should be easy to implement
6. Should not be too difficult as well
7. I'll look into it, not sure what that means exactly
8. will be done
9. will be done
and to your second point for 5., that's again automation
In regard to 5. another option would be to introduce an "end turn" button which checks whether you added your marker and notifies you otherwise.
This version of dune imperium uprising is one of the best scripted games we have ever player:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3106393160&searchtext=dune+imperium+uprising
thanks a lot for making SETI available to us! I highly appreciate your effort.
My friends and I played our next round yesterday and collected some ideas to improve the game.
1. make the 6 publicity to tech tiles clickable and reduce 6 publicity automatically
2. lock publicity markers (as it is already for the score markers)
3. automatically get the placement bonus from planets/moons
4. automatically get the income when placing a card in the income slot
5. chat announcement whenever any resource/victory point etc. has been changed (+/publicity etc)
6. overlay notification once one reaches 20/25/30/50/70 points
7. disable snap on cards for markers. so that one can place marker on mission cards having more than one to solve
8. add snap-position on the winning row for finishing a sector (signal) e.g. Sirius A
9. fix snapping on blue technology tiles
Maybe, if you are motivated our ideas and the version of dune gives you some inspiration to improve SETI ;)
Many thanks!
The Mascamites tokens would not rotate with the ring 3. Seems like due to the token thickness, the casting ray hit itself.
Thanks for the great work!
"Green player spent 6 publicity"
"Green player rotated the solar system (ring 2)."
Helps a bunch when teaching new players or when doing takebacks of moves.
Other than that, it was great! :)
The outer ring is not randomized, it's always in "Saturn near Uranus" poition. And 4 Computer tech are not randomized too. Wrong deck IDs. More so, the first one is not even a valid deck, it's 1+3 for some reason.
2. Right-clicking the "Score" buttons will now increase and decrease values by 5.
Thanks for the feedback. :)
1. It would be great to have the income scripted so after everyone passes the current income will be added to the actual values.
2. For the points clicking the plus multiple times takes some patience when getting multiple points at once. Adding a +5 would greatly help
Also if someone provides me the scans for the expansion that's gonna be available soon, I'd implement that as well.
Score markers are now scripted and can be adjusted via buttons (only, using the mouse to move them won't update the script) on the player area.
Publicity is now also scripted, both buttons and drag'n'drop can be used to adjust it.
Data Tokens now spawn correctly.
New button that will also refill all data token.
I hope this solves most issues. Feedback appreciated!
If you manually change the outer ring to a different state before hitting the setup button. It still doesnt change the state of the outer ring. And the setup still sets up the data as if the outer ring was in state 1.
I assume the code is supposed to randomly choose a state for the outer ring, then a random rotation for the outer ring. Finally place the correct amount of data in each spot on the outer ring.
I've gone through setup, single player, difficulty 1, and I have my cards... but I don't know how to start the game from there (can't find any buttons to push to get going).
Little help? :)