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[Edit] I'll look into all of these, thank you.
honestly this paragraph i had to read a couple times because its kinda unclear when u say "these areas are the best" right after you say where the front gate is.
2 thumbs up on adding more specials, still might want to remove lucis/snipers cuz they just Attack move through the city and laugh.
Hm. I might try regulating Engineering Center (sans the Titan) units to only being found within the city, and increase the cap on how many Rangers / Soldiers you can equip during the Training event. That would still allow variety in units, but make it hurt a lot more if you lose the most powerful ones. I think that'd cap you at 6 snipers and 1 luci if I cut out finding equipment for them entirely, as events exist now.
As for perspective, where the commander is supposed to be is a seemingly nebulous thing. When I work on rewriting things I'll need to pick an explaination and stick with it. Currently there are conflicting events that would suggest the Commander is either with your units or at the Command Center. I'd probably lean on what makes more sense, the Commander being in the CC and reword events accordingly.
[Edit] If I removed constructing Lucifiers and Thanatos as an option I'd need to find another thing to do with your Energy. I suppose 1 energy per soldier would be reasonable if I went this route. But that might end in the player just making swaths of rangers and slow the progression down overall.
What was i suppose to spend stone on btw?
Maybe you could give the player 1 thanatos at the beginning and somehow make all prompts require a thanatos? this could give players a commander and also if u use said thanatos too early ull get overrun from the aggro/noise. so it wouldnt be OP early game. (dangerous actually)
10 rangers + 1 lucifer enter the farmlands and all die
8 snipers slowly pace forward undaunted
after reading the promps about the titan i see that you intend the city to be the final frontier to slowly clear out. I actually followed this plan and had 4 lucifers plus 30 snipers push through it, while my 20 rangers and 2 lucifers walked toward the gate.
now as the dev, take that description and decide yourself if thats intended or u wanna change some stuff. I will say that the giant survived a whole 3 seconds...
I'm not sure its currently possible to fire a ScriptonEnter when a specific unit passes through an area. But including a Thanatos as the commander is an interesting notion. You CAN set up a lose condition if a specific entity ID dies, which is how the giant being killed ends the game. If such a thing is included, I'd probably write variant dialogues depending on if the commander or a sperate unit triggers an event.
Thanks for including the composition you fielded, that's very good information to know! Getting through the field varies in difficulty as the number of harpies which spawn is random. (Between 8-16 right now if I recall correctly). Doing it solely with rangers is doable, but requires a bit of luck and using the Neutral snipers as a backstop. The intent there is being able to lure the harpies to the snipers and have them shot before your rangers take a hit, but in practice this works rarely. They almost always kill the harpy before it finishes off a ranger though. If you have a soldier or Luci, having the rangers hug the river while the strudier unit acts as a scratching post almost always works to get through slowy and safely.
That's also why some of the Snipers are so far west, they're lining the side of the river so you can actually use them for cover. It doesn't work so well currently, but I hope to set them up in stone towers if support for it is added.
If I had to set out an intended progression order, it'd probably go Clinic > Green house > Academy > City / Industrial Sector > Entrance > Giant. I certainly want it to remain possible to progress in other ways however. Like hitting the Academy early.
I ran through again fielding only Soldiers, the 1 lucifier you get at the Engineering Center, and the 6 snipers you find 'alive', and the titan. It was a comfortable but not mindless clearing. I think limiting the more powerful units would be a good step toward getting the difficulty I want.
But the more I play my own map, the more I think part of the issue is just the number of units one can potentially field. I ended with about 85 units, the majority of which were soldiers. I only lost the lucifier at the end, with the titan being a close second. My end-goal is for killing the giant without heavy losses to be difficult without using the explosive barrels scattered throughout the map to weaken it first.
you've meantioned rangers only before, and how it might slow the game down too much. I feel rangers only "feel" as slow as u let them. they are really fun to spread out/micro around for faster clearing of zones. With the added micro you won't notice the extra playtime.
I think making soldiers more expensive, and relegating units more powerful than soldiers to what you can find and scavange in the city would be a good move. Making a threat to the Command Center is still on the docket I think. Given the most basic unit can clear the map all on its own, there needs to be some danger beyond just clearing the map of infected.
[Edit] There also seem to be a bunch of holes that opened up at various places after one of the recent editor updates. Not sure why, gonna plug those. I'll put out an update either later today or tomorrow.
I think very small waves, something 3 or 4 archers can defend, would be perfect. Just enough that if they end up at ur CC u freak out and retreat (maybe lose).
ur 100 rangers in squads sounds perfect for completing the map and having a real giant fight.