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










The charge cycle is just over 4 days.
The transmission takes just over 2 days. From the name, I had foolishly assumed that the transmission would be a "burst", like charging an energy weapon and firing. It's my fault for not reading carefully. I'd hoped to choose the timing of a possible raid by waiting until my pawns are all combat ready. But it makes sense, especially for land caravans, that one might not be close enough to respond quickly.
You can save 1200W by turning off the power while transmitting.
There's no way to pause or cancel a call, even by cutting the power. With the original design having a fixed chance of just 3% for a raid, that wouldn't have been a consideration, but with a significant raid chance, a player might wish to abort if a lot of pawns have become wounded. I'm not complaining, just mentioning. The vast majority of players will keep the raid chance very low and never want to pause or cancel.