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回報翻譯問題
Thanks! That'll be a good addition
+
Natural Evolution.
The difficulty can be fiddled with by editing a few files. I used them for quite awhile but I didn't quite get on with the extras you need (by default) to compete with the enemies when they get to high evo levels, just not vanilla enough at the moment.
Definitely worth a try though, a lot of work has gone into these mods
^ this guy XD
but ya, the game starts easy until u build a massive polution genrateing factory on all settings
Thanks for this recommendation, I haven't dwelved much into the mods yet, and I hate to get too mod dependent given the games ever expanding development still, but I'll keep it in mind!
Word of warning, if you have played a ton of the base game, it takes a little getting used to - recipes that you could get relatively easily are now more complex, but it never feels like an unnecessary slow down because there are many more tech branches. Example: laser turrets require only A and B in base, now they require A, B, C, and D, and all of those components also require different things. This is made up for by the fact that instead of A and B just being for laser turrets, you can now make other stuff with them too.
I run with maxed out (vanilla) enemy bases. On its own this isn't enough. I agree about limiting resources and have done this but you can still become too powerful in the end game unless you go OTT with resource limiting which I'm not keen on.
Been a while since I messed about with the world settings, but IIRC what you'd be aiming for is:
* High Frequency.
* At least Small size.
* Richness whatever you really feel like. Lower settings if you'd like to have very limited resources and have to keep expanding new outposts to feed everything. High if you want to have a static long term infrastructure.
Then for starting location keep it around small if you can as this stops the 'special rules' that are applied to creating your starting location overriding your nearby area from adhering to the world settings you set up.
Once the worlds spawned, then spend some time just exploring around generating new map chunks and you should get a clearer idea of what the map will look like beyond the 'Starting location' bubble and if you're heading in the right direction for the challenge you want and planning how to tackle situations where you can't always support one single location iron/copper smeltering chain and instead may need to have isolated islands of activity each with their own infrastructure.
Edit: For hostiles, if you're feeling brave, set them to low frequency and then tweak size until you're happy and feel you can live. ;)
Why low frequency? http://steamcommunity.com/app/427520/discussions/0/412448158161030937/#c412448158163752230
Its going to take a few restarts to find the balance you want for ores in your starting area. If you want to really increase the difficulty do all the above but deposit setze set to very low and richness set to very high. Now the deposits might be rich but they will not last you long forcing you to search out new deposits and trains will quickly become a thing. If this is to easy increase the aliens nest size and/or frequency.