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








https://i.imgur.com/zTqymlB.png
Loving the mod so far! Big fan of CNC.
Not entirey true, the GDI harvester in Tiberium Wars (C&C3) had a turret. Nod harvesters had cloaking tech as a defense against attacks.
I guess to keep it from advancing too far is I could literally just try to make as many harvesters as possible to the point the rate at which they harvest tiberium overcomes the rate at which it spreads.
Thanks for this mod. It really feels good living with our "soldiers" so closely :)
For the suggestion:
1) Harvester
I have some concerns that it may make the game too easy.
Tiberium tech is very powerful and one of the "appeal" of this mod is to overcome the challenge (toxicity) so that we can maybe "harvest" a few crystals by hand.
By having harvesters, it just makes tiberium acquisition so much less tactical and brainless.
Possible solutions to improve collection difficulty:
1a) remove harvesters completely and try doing something like Factorio where pawns can set up some mining site for "safer mining"
1b) nerf the harvesters by having it to require a charging station or that the armor of harvesters are weaken when it is harvesting in the field..etc (so that player would need to build an even more stable backbone to sustain continuous harvesting)
2) refining
- Also, increase the complexity of tiberium refining, we can take inspiration from Big Pharma to try to increase and decrease concentration of tib crystal ..etc