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
I'm not saying that I agree entirely with his choice of limitations, but I do understand his intent with regard to limiting certain items like how many turrets and other types of weapons you can have on a ship. In fact, in the actual configuration files specific to Reforged Eden 2 Beta, I think the only items that are restricted is the weapons, CPU extensions, Detectors, and few other things. Other then the weapons I don't think many people really get upset to much about the CPU extensions and such because their main focus is on porcupining their ships to make killing bases (space or planet) and other NPC Capital Ships easier and quicker. Basically having extremely large clubs against NPC's and their stuff. Vermillion would simply prefer those whom choose to play the scenario he's spent the last several years building, actually play it the way it was designed keeping in mind that its purpose is different then the vanilla version it's built on top of.
That said (and for the most part agreed with by me) there are ways to get around those limits, but you really risk damaging the game files and making it actually unplayable. If you really know what your doing you could modify the files to appease your need, but in modern etiquette I believe the simple term is "Cheating".
Disabling block limits in your difficulty settings opens up massive exploits and is neither recommended nor supported.
It is the foundation on which all other systems in the scenario are balanced around.
That said the limit has never been much of an issue for us, an annoyance at times but thats all. just assumed it was an engine limit. Pro server/player choice in all things though.
I don't like when devs intentionally make things more difficult for some players. I not of their claibur of playing, but I still enjoys aspects of the scenario. It would be nice if there could be a few points of middle ground - say letting players who want to be able to disable those limits.
Disabling the block limits in RE2 opens up massive exploits and is not recommended.
RE2 needs "block limits" enabled in the difficulty settings regardless otherwise the entire scenario breaks.
You change the hard coded limits in the various .ecf config files in the scenario though and still leave blocks limits enabled to prevent the exploits however.
I am a big believer in "if it can be configurable by server admin then it should be able to be" as we all have different play styles. But, only if it is able to be made configurable *shrug*
You can also set turrets that are space only to be usable in planets via the ecf, and we always set it so furnaces can be buildable on CVs....
I mean yeah I would like to remove the limit for sure, but we do have a LOT of configuarble options we can play with, if Ravien_ff is reluctant to allow that option to be configurable then let us focus on all the things he DOES allow us to configure. The good FAR out weighs the bad in that regard.