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 already did 1 and 2
Even so, my freighter tech slots are a sea of blank.
I noticed a few warp techs available, and single use techs, but i wasn't very excited to spend my hard earn't frigate modules on those. But if there is nothing better going, i suppose i may as well?
PS, i wish there were stats on the freighter worth boosting?? But frigate fleet performance improvements do actually sound useful (not the single use ones).
You're welcome.
yes, but for instance the hyperdrive tech for coloured star system travel are a must-have
if you want to warp without getting freighter battles, the freighter warp tech modules are great, if you want a mobile base (for immersion or just for storage and/or a farm) all the rooms will cost, but
complaining about empty tech slots doesn't make sense if you've chosen not to use the tech
SFMs are only hard earned if you haven't figured out a good way to get them for your playstyle... i use many of the methods available as and when i feel like using a particular method
only the matter beam is a must-have, everything else depends on how you want to use the freighter