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报告翻译问题








It never made sense why Braddock stopped attacking your scion base once the bridge went down, other than defending 2 areas would be quite difficult for the player. However, with the F4 satellite quick view enabled in your mod, managing to defend 2 areas at the same time might not be be as crazy as the vanilla game.
Once the bridge is taken out breaking Braddock's only access to Manson's base for tracked heavy units, maybe divert all of these tracked unit waves down to your scion base through path in the ruins they were already taking earlier in the mission. Walkers just plough through water no problem, so it would still make sense for them to cross underwater to Manson's base where the bridge used to be.
Interested to hear your thoughts :)
I plan on doing a full rewrite of the missions, and then doing a revisit to some of them that have received feedback. I will list your ideas on the thread to keep note.
Just started playing through and can say it has been an awesome experience! This is quite refreshing and the campaign just feels a lot more polished now compared to the original BZCC release.
Have been thinking about a few additional suggestions over the past months and wanted to mention here in case they were worth perusing.
General:
- More persistent use of jammers by the scions to make assaulting their bases more difficult
- Units getting visibility on a target when firing instead of trying to shoot through each other. Assault tanks do this a lot.
- Make AI need to build according to their scrap allowance instead of scrap cheating if possible, to make them prioritise upgrading their extractors if they want faster scrap accumulation
- Would be interesting to see the KatPak G66 Destroyer make an appearance in the AAN Loyalist missions (ISDF15, Scion05, Scion06). This would symbolise Mason's rag-tag rebellion kit bashing vehicles together in a desperate attempt to put up more of a fight to the New Regime.
Scion Campaign:
- It would be interesting to experience scion dropship landings in the missions that make sense to do so.
- In Scion06 (The AAN) would be interesting to have Yelena control your existing scion base as an ally, and occasionally send scion troops to help you, while she continues to fed off Braddock's attacks.
- Interested to see final Scion07 (Braddock) made much harder with Braddock having a larger base and increased attack waves considering how many scrap pools he already has. Would also make sense if the and the and defences leading up to and around the scrap pools get more fortified the closer you get to his base.
- Once Braddock is defeated, it would be cool to see a dropship come in with a hauler and power crystal before the ending cinematic plays, since it's referenced in the outro.
- For Rend maps, having some active volcanoes like in FE Miasma maps would help suggest why the area around the alchemator keeps changing
- Would be interesting to put some of these volcanoes near movement areas around the map, to make it feel like you need to overcome the environment before even reaching the objective
Having Yelena control your old base is a really interesting idea and I like it, so I will definitely look at that when the mission is being worked on and if it's added, I'll be sure to give you credit for the idea. That might also make further use of the base persistence functionality that I added for some of the earlier missions.
The addition of modded units is a tricky subject, but definitely one to be discussed with the community. The only reason I am slightly leaning towards not adding any "non-stock" units, is that I don't want to stray too far from the original designs, but that doesn't mean we can't discuss it and see what people think.
Jammers is definitely an improvement I will add to the later missions for the AI. Ideally, what I should do when all of the missions are finished is do another sweep of the AI and redesign them. That way, I can focus all of my effort on designing a fun challenge, instead of doing it as part of the original remake.
Scion Dropships make a lot of sense too, as this feature is used heavily for the ISDF missions, so I will definitely incorporate that in some of the later missions for the Scion campaign.
My ideas for the final missions of each campaign (ISDF, Scion) is to make the scenario a lot harder, as they are the final parts of the campaign. I am planning to design Braddock's base and general AI style to be a lot more difficult compared to stock. I am also planning the same for the final ISDF mission where the Core computer will defend itself with more of an arsenal, rather than giant seeker mines.
Your final idea for the dropship landing and bringing the final crystal to the alchemator also makes a lot of sense, so I will add that and make sure you are credited.
Thanks again for your awesome ideas.