Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
The chances of developing anxiety are so high that throughout a long enough playthrough every one of my colonists comes down with anxiety.
Seems like just another way to gimp your colony because the floor is dirty or a colonist hasn't had a meal for 5 minutes.
This entire system is silly. It can be more like the parasites/sensory mechanoids that are already in the game -> colonists with the condition come in for treatment every so often, and eventually it just goes away (after a certain number of in-game ticks that you can only know if you use dev mode).
This would be a smarter system.
I agree 100%. With required required constant treatment by someone with a good social skill. No doctoring, no medicine.
I personally would prefer to 2 prong approach. High enough social skill (lets say increased chances the higher the social skill is) will cure it, maybe after several "visits" depending on how bad the anxiety is. If it requires multiple visits, the success will at least alleviate symptoms for a while. While meds (and possibly some other substances) temporarily ease the symptoms. Not only would this be more or less realistic, but this would also give the player multiple options to work around it should they be missing someone with decent social skill or whatever.