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回報翻譯問題
They also mentioned it would mess with the notifications of Incoming Horde warnings. Imagine getting a notice a Horde is coming from the North but, due to your camera position, it comes from the West.
But ok, its not a thing, i thought i just might have missed it and its there but i dont know.
Thanks for the workaround Minoris. I will use that.
However i think that having an isometric perspective automatically calls for a rotation to avoid problems.
Sadly i also know what this would mean from the technical side. They had for example to have each sprite to show each side (background of buildings for example) and do other stuff to provide this feature.
I can see that changing that much is not making up the usefulness of a rotateable camera.
Normally an indicator for units behind obstacles is mandatory then though.
My question has been answered. Thread can be locked.
I wouldn't say "automatically calls for" but I do agree having a rotateable camera would be nice especially with certain tile spawns. I've missed a section of wall a few times because of a Mountain or Tree blocking view of the tile.
Thats a simple rule that comes out of the choice of perspective.
Having a birds eye view would mean it has no possibility of that happening (except there are indoor areas obviously).
So yes, an isometric view automatically means there is a possibility of visually blocked objects.
Which then calls for a rotateable camera or other alternatives to workaround this issue.
Transparency is often enough a good solution.
Since i place towers on the safe side of a wall and sometimes these watchtowers aswell, there are many occasions where i just cant see at least one node of the wall behind it.
I have to precisely click on the 3 pixels i can see to be able to select it and upgrade (to stone walls for example).
Thats only one problem i have with the lack of vision due to a lack of rotation.
Yesterday i had it that i have a narrow part on the map i fortified. I placed about 4 walls there diagonally.
The above side is water the other is a cliff/mountain (below).
When the zombies attacked there with a wave, it was that a buncho f them attacked the wall on the lowest part close to the cliff, they then somehow went through there although i couldnt see anything.
I also couldnt order my soldiers to shoot them , as they were hidden behind not only a cliff but also buildings (like the tower i had there).
I was lucky i had another tower placed there to block them off, otherwise they would have sneaked inside and flanked my buildings only because i couldnt see them or order any unit to shoot them.
All because of limited vision.
I had several of these occasions.
In another game one zombie sneaked behind a cliffside so i couldnt see it, he went alongside it into my still open base (early game).
No chance to see him. I will post a bunch of screenshots later to show what i mean.
Although i fear that also needs them to build the whole game with that in mind.
Since the game is nearly finished, i doubt thats easy to add on top.
I rather would like to see different ways to solve that.
For example clicking on one part of a wall you can upgrade the whole wall so you dont need to click on that specific node.
And maybe enemy units becoming transparent when behind objects.
+1
My issue is when it displays the number of production you can get from placing the building on tiles you obviously could never have placed it on. 20 food from the middle of that forrest? Sure would be nice!