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报告翻译问题






As for the issues on the faction summary screen. I have no idea if those have changed. As you can see in the screenshots uploaded with the mod that is not how the game is presented to me.
There will always be missing icons and descriptions in the log. There are a lot of traits and abilities that are invisible in order to make certain mechanics work or have the AI behave in certain ways. If you're not supposed to see it, there most likely is no description for it.
https://prnt.sc/yD5RMUqLR5zY
https://prnt.sc/3LkV43azB1vF
https://prnt.sc/jb63GEs9Rftd
https://prnt.sc/LkCOvlFOkfrU
https://prnt.sc/UVa6ImoAnTCe
greetings Brie
The influenceHint part isn't a bug but just how the game is structured and something I forget frequently. Who even hovers over the resource icons on the top of the screen during the game anyway?
<entry name="FarsightEnclaves/InfluenceHint" value="<style name='Title'/>Influence<br/><style name='Default'/>Used to acquire and maintain city tiles, use special abilities, as well as recruit powerful hero units and purchase their items."/>
<entry name="FarsightEnclaves/RequisitionsHint" value="<style name='Title'/>Supplies<br/><style name='Default'/>Used to sustain the population in cities as well as produce and maintain infantry units."/>
This file must be added for all mods that use Influence.
I think RequisitionsHint also needs to be added, but I don't remember exactly right now.
The thing is, the developers still haven't fixed this bug, so the text won't be displayed unless you add it.
https://prnt.sc/6K5MZV7cxM3R
https://prnt.sc/0_DeiBrvbgfh
https://prnt.sc/IWhCFd76txOi
https://prnt.sc/v4HVFB1wYsOi
https://prnt.sc/Y8qwbHUdqIhc
https://prnt.sc/BPcASAj53qAL
https://prnt.sc/uX_MeFooT8A-
thank you sooooo much!
The Tau have an ability that reduces loyalty of enemy cities. But it is mostly an afterthought as the time you interact with enemy cities is very limited. I want the faction specific mechanics to be the very core of your gameplay and something you interact with nearly every turn in some way. Anything interacting with enemy cities would be just too much of a niche situation, despite the aim of the game being the destruction of enemy cities. The few units that have anti-fortification weapons are enough for that.
Influence is very much an afterthought for the Genestealers, just something that happened while designing the faction, not an intentional design.
The long cooldown of the infiltration and shared cooldown with the Day of Ascension are intentional. These buffs are powerful, free and permanent. The choice of what city to prioritize or spreading the buffs out over multiple cities is a decision the player is meant to make.
Otherwise I'm glad to hear you like the Genestealers and am happy to receive feedback.
Unless i didn't see i'm still not sure what the limits are for the infiltrations? is it 3? and do the techs that allow further infiltration just increase the limit?
I thought about it a bit but what about reducing infiltration cool down (maybe even thru techs) but add a slight influence cost? since they don't use the same influence building upkeep the nids do i think it may work? also maybe separate the cool down for the rise tech in t10, i feel it should not share a cd with the normal infiltrations
I also thought the genestealers would have abilities that mess with enemy cities but honestly the mod is good