安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
On a related note, would it be possible to have dips in the landscape? Like a valley or canyon? That would make maps even more interesting. It could also work as a way to slow down vikings by digging out ditches around the walls. Then you could have bridges, or a building like bridges that builds across canyons and ravines. It would probably be hard to implement though :/ .
could interfeer with buildings but an idea
Or Tunnels to allow peasants/troops to pass underneath mountains
So for example, say we have a cave tile at coordinate (x = 5, z = 0), and also the grass tile above the cave at the same XZ position, but a different Y, then the game would try to find the cave tile by searching for a tile at (x=5, z=0), and this could return either of the 2 tiles, which can break a ton of stuff in the code.
The only exception to this system was castle walls, and how the devs solved that was they basically just added an entire seperate grid just for castle walls, so there are 2 pathfinding grids, one for literally everything in the game, peasants, vikings, ogres, buildings, and another just for troops to navigate castle walls.
Yeah that seems feasible. Though also consider the workaround above. Keep in mind also this is just for Caves, which would ultimately either just spawn wolves, or be for decoration. The tunnels I'm not to worried about.
Disclaimer: I haven't the faintest idea how the game engine actually works, this is just what I imagine might work from a logical standpoint.
The base for this could be: if a 3x3 or bigger wall segment field is built on flat ground the middle segments become grass land on which the player can build other stuff on.
If a wall segment is surrounded by elevated terrain the wall segment would become an elevated grass field.
With this change the game would allow for so much greater/cooler builds having two castles on two mountain tops connected by a bridge for example.
An additional thing could be longer bridges: so you'd be able to connect two towers or castles and build buildings below the bridge.
A bonus to Windmills placed on higher elevations.
To either increase the bonus they give to adjacent fields, or expand the aoe to make it easier to place farms on the uneven terrain.