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






Well balanced, well detailed, super fun!
This map was done couple months ago, using relics playbills MissionObjectives (similar to what you see in the campaign), however few recent patches have for some reason changed how they bahave, and was getting desync errors (Thx Taha023 for extensive testing with me)... so I nuked them all, and rebuilt the missions manually without using the missionobjective playbills...
If these playbills end up working in future patch, I'll be reverting the changes back, as its a much cleaner look. (timers, counters, etc...)
that being said! If there are any pop up panel messages, or anything that doesnt seem correct, please let me know in the comments! thanks again!
- Added FOW around base.
- Removed refinery mission (its still there but not required)
- Added FOW and map pings for certain missions.
- Fixed stuka wave
- Added GroupKill when wave 3 ends - goliaths - any remaining on map after wave ends blow up instantly.
- Fixed AI attacking cap points, wont retreat.
Then the AI will call for airborne paratroopers, but they will retreat as soon as they land. I don’t know if this is the AI’s operation or a script.
Then there will be a section where Goliaths will come out to see if they can attack from all directions instead of from a single direction (I’m actually not sure about this because I was paying attention to the situation on my side when the attack came and didn’t look at other people’s perspectives. But I resisted at least 12 or more Goliaths.