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{{Version|3.2}} {{Shipnav}} On the right side of the designer, one can select options for different subsystems of the ship. Most of them are required and it is not possible to design a ship without some version of them, but few of them are optional, having the option to install no subsystem in its slot. == Reactor == A ship's reactor generates power for its other systems, and a new ship design cannot be created if it has negative power. Excess power slightly increases a ship's evasion, movement speed, and damage. {| class="mildtable plainlist" ! rowspan = "2" style="width:300px" | Reactor !! colspan = "2" | Corvette !! colspan = "2" | Destroyer !! colspan = "2" | Cruiser !! colspan = "2" | Battleship !! colspan = "2" | Titan !! colspan = "2" | Defense platform !! Juggernaut !! Colossus ! rowspan = "2" | Requirements |- ! Cost !! {{icon|power}} Power ! Cost !! {{icon|power}} Power ! Cost !! {{icon|power}} Power ! Cost !! {{icon|power}} Power ! Cost !! {{icon|power}} Power ! Cost !! {{icon|power}} Power ! {{icon|power}} Power ! {{icon|power}} Power |- | {{iconbox|Fission Reactor|This energy source generates power for ships through induced fission, but it also produces harmful nuclear waste.|image=Ship_part_reactor_1.png}} | {{icon|Alloys}} 10 || 75 | {{icon|Alloys}} 20 || 140 | {{icon|Alloys}} 40 || 280 | {{icon|Alloys}} 80 || 550 | {{icon|Alloys}} 160 || 1100 | {{icon|Alloys}} 20 || 200 | 1650 | {{icon|no}} | {{iconify|Fission Power|24px}} |- | {{iconbox|Fusion Reactor|Nuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.|image=Ship_part_reactor_2.png}} | {{icon|Alloys}} 13 || 100 | {{icon|Alloys}} 26 || 180 | {{icon|Alloys}} 52 || 360 | {{icon|Alloys}} 104 || 720 | {{icon|Alloys}} 208 || 1450 | {{icon|Alloys}} 26 || 260 | 2170 | {{icon|no}} | {{iconify|Fusion Power|24px}} |- | {{iconbox|Cold Fusion Reactor|The ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.|image=Ship_part_reactor_3.png}} | {{icon|Alloys}} 17 || 130 | {{icon|Alloys}} 34 || 240 | {{icon|Alloys}} 68 || 480 | {{icon|Alloys}} 136 || 950 | {{icon|Alloys}} 272 || 1900 | {{icon|Alloys}} 34 || 340 | 2850 | {{icon|no}} | {{iconify|Cold Fusion Power|24px}} |- | {{iconbox|Antimatter Reactor|By harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.|image=Ship_part_reactor_4.png}} | {{icon|Alloys}} 22 || 170 | {{icon|Alloys}} 44 || 320 | {{icon|Alloys}} 88 || 620 | {{icon|Alloys}} 176 || 1250 | {{icon|Alloys}} 352 || 2500 | {{icon|Alloys}} 44 || 440 | 3750 | {{icon|no}} | {{iconify|Antimatter Power|24px}} |- | {{iconbox|Zero-Point Reactor|These generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.|image=Ship_part_reactor_5.png}} | {{icon|Alloys}} 28 || 220 | {{icon|Alloys}} 56 || 430 | {{icon|Alloys}} 112 || 800 | {{icon|Alloys}} 224 || 1550 | {{icon|Alloys}} 448 || 3200 | {{icon|Alloys}} 56 || 575 | 4550 | 10000 | {{iconify|Zero Point Power|24px}} |- | {{iconbox|Dark Matter Reactor|These generators appear to somehow draw energy directly from dark matter, providing more ship power than should be possible according to the laws of physics.|image=Ship_part_dark_matter_power_core.png}} | {{icon|Alloys}} 37<br>{{icon|Dark Matter}} 1 || 285 | {{icon|Alloys}} 74<br>{{icon|Dark Matter}} 2 || 550 | {{icon|Alloys}} 148<br>{{icon|Dark Matter}} 4 || 1030 | {{icon|Alloys}} 296<br>{{icon|Dark Matter}} 8 || 2000 | {{icon|Alloys}} 592<br>{{icon|Dark Matter}} 16 || 4200 | {{icon|Alloys}} 74<br>{{icon|Dark Matter}} 4 || 750 | 6200 | 10000 | {{iconify|Dark Matter Power|24px}} |} == FTL drive == This subsystem is optional, although without an FTL drive the ship is incapable of moving between systems. Jump drives allow the ship to make a direct jump within a limited range, indicated by a yellow dotted circle. Initiate a jump by selecting the fleet, clicking the "Initiate Jump" button and left-clicking the target. After jumping the fleet spends 200 days recharging, during which time it suffers {{red|-50%}} sublight speed and weapons damage. {|class = "mildtable" style="text-align: center; ! FTL drive ! {{icon|alloys}} Cost ! {{iconify|Power}} ! {{icon|time}} FTL charge time ! [[File:Fleet action button jump.png|24px]] Tactical jump ! Required technology ! Crisis date ! width=45% | Description |- | align=left | [[File:Ship part hyper drive 1.png]] Hyper Drive I | 5 | 10 | | {{icon|no}} | | {{green|regular}} | rowspan=3 align=left | ''Ships equipped with Hyper Drives travel swiftly between the edges of star systems along interstellar hyperlanes.'' |- | align=left | [[File:Ship part hyper drive 2.png]] Hyper Drive II | 10 | 15 | {{green|-25%}} | {{icon|no}} | {{iconify|Hyperlane Breach Points|21px}} | {{green|regular}} |- | align=left | [[File:Ship part hyper drive 3.png]] Hyper Drive III | 15 | 20 | {{green|-50%}} | {{icon|no}} | {{iconify|Hyperspace Slipstreams|21px}} | {{green|regular}} |- | align=left | [[File:Ship part jump drive 1.png]] Jump Drive | 20 | 30 | {{green|-70%}} | {{icon|yes}} | {{icon|Jump Drive Tech|21px}} Jump Drive | {{red|50 years earlier}} | align=left | ''The Jump Drive tears ship-sized holes in the very fabric of reality, allowing for near-instantaneous movement between systems. The nature of the space the ship passes through on this journey is still poorly understood.'' |- | align=left | [[File:Ship part psi jump drive 1.png]] Psi Jump Drive | 20 | 30 | {{green|-80%}} | {{icon|yes}}<br>{{green|+50% range}} | {{iconify|Psi Jump Drives|21px}} | {{red|50 years earlier}} | align=left | ''The Psi Jump Drive harnesses the psionic potential of the ship's crew to warp the local space-time continuum, eliminating the distance between the point of origin and the destination. Supposedly.'' |} == Computer system == {{SVersion|3.2}} This component predominantly improves fire-rate as well as various performance, like evasion, tracking, accuracy, or weapons range, depending on behavior type. When in combat, every military ship will advance to within a certain distance of its target and fire its weapons, while staying at the intended distance. The engagement range is determined by the ship's designated role and will apply regardless of the effective range of the ship's weapons. Weapon range modifiers will also increase this range. Ships that have similar roles will typically cluster together, stay in formation with each other and attack in groups. * Swarm: The ship will charge straight into point-blank range with its target, circle around it, and attack. * Picket: The ship will move to close range (30) and attack from a position, attempting to intercept incoming enemy ships. * Line: The ship will advance to medium range (50), assume formation and then attack everything within range. * Artillery: The ship will stay at long range (80) and engage its target from far away. (Mostly applies against stationary targets, everything else is engaged as usual, i.e. the ship will attack it as soon as it gets within range) * Carrier: The ship will stay at extreme range (150) and engage from long range. * Defense Platforms will reposition themselves around the starbase if other platforms are destroyed, but mostly stay in place and attack everything that gets within their range, dealing as much damage as possible. {| class="mildtable plainlist" ! rowspan = "2" | Level !! rowspan = "2" | {{icon|alloys}} Cost !! rowspan = "2" | {{iconify|Power}} !! colspan = "7" style="text-align: center; | Effects |- ! Swarm !! Picket !! Line !! Artillery !! Carrier !! Platform !! Starbase |- id="Basic Combat Computer" | [[File:Ship part computer default.png|32px]] Basic || 0 || 5 | Default for corvette | Default for destroyer | Default for cruiser<br>Default for battleship<br>Default for star-eater | Default for titan | Default for juggernaut | n/a | * {{green|+5%}} {{iconify|Fire rate}} * {{green|+10}} {{iconify|Tracking}} |- id="Combat Computer" | {{icon|Specialized Combat Computers|32px}} Specialized || 5 || 10 | * {{green|+5%}} {{iconify|Fire rate}} * {{green|+5%}} {{iconify|Evasion}} | * {{green|+5%}} {{iconify|Fire rate}} * {{green|+10}} {{iconify|Tracking}} | * {{green|+5%}} {{iconify|Fire rate}} * {{green|+5%}} {{iconify|Ship accuracy}} | * {{green|+5%}} {{iconify|Fire rate}} * {{green|+5%}} {{iconify|Weapons range}} | * {{green|+25%}} Engagement range | * {{green|+5%}} {{iconify|Fire rate}} * {{green|+5}} {{iconify|Tracking}} | * {{green|+10%}} {{iconify|Fire rate}} * {{green|+20}} {{iconify|Tracking}} |- id="Advanced Combat Computer" | {{icon|Extended Combat Algorithms|32px}} Advanced || 10 || 15 | * {{green|+10%}} {{iconify|Fire rate}} * {{green|+10%}} {{iconify|Evasion}} | * {{green|+10%}} {{iconify|Fire rate}} * {{green|+20}} {{iconify|Tracking}} | * {{green|+10%}} {{iconify|Fire rate}} * {{green|+10%}} {{iconify|Ship accuracy}} | * {{green|+10%}} {{iconify|Fire rate}} * {{green|+10%}} {{iconify|Weapons range}} | * {{green|+50%}} Engagement range | * {{green|+10%}} {{iconify|Fire rate}} * {{green|+10}} {{iconify|Tracking}} | * {{green|+15%}} {{iconify|Fire rate}} * {{green|+30}} {{iconify|Tracking}} |- id="Sapient Combat Computer" | {{icon|Sapient Combat Simulations|32px}} Sapient<br>{{icon|Autonomous Ship Intellects|32px}} Autonomous{{anchor|Autonomous Ship Intellect}} || 20 || 25 | * {{green|+15%}} {{iconify|Fire rate}} * {{green|+25%}} {{iconify|Evasion}} | * {{green|+15%}} {{iconify|Fire rate}} * {{green|+10%}} {{iconify|Evasion}} * {{green|+30}} {{iconify|Tracking}} | * {{green|+20%}} {{iconify|Fire rate}} * {{green|+20%}} {{iconify|Ship accuracy}} | * {{green|+20%}} {{iconify|Fire rate}} * {{green|+20%}} {{iconify|Weapons range}} | * {{green|+100%}} Engagement range | * {{green|+15%}} {{iconify|Fire rate}} * {{green|+15}} {{iconify|Tracking}} * {{green|+10%}} {{iconify|Ship accuracy}} | n/a |- id="Precognitive Interface" | {{icon|Precognition Interface|32px}} Precognitive || 20 || 25 | * {{green|+15%}} {{iconify|Fire rate}} * {{green|+15%}} {{iconify|Evasion}} * {{green|+20%}} {{iconify|Sublight speed}} | * {{green|+20%}} {{iconify|Fire rate}} * {{green|+40}} {{iconify|Tracking}} | * {{green|+15%}} {{iconify|Fire rate}} * {{green|+15%}} {{iconify|Ship accuracy}} * {{green|+10}} {{iconify|Tracking}} | * {{green|+15%}} {{iconify|Fire rate}} * {{green|+15%}} {{iconify|Weapons range}} * {{green|+10}} {{iconify|Tracking}} | * {{green|+75%}} Engagement range * {{green|10}} {{iconify|Tracking}} | * {{green|+15%}} {{iconify|Fire rate}} * {{green|+25}} {{iconify|Tracking}} | n/a |- ! colspan=3 |Allowed ship types | Corvette | * Corvette * Destroyer * Cruiser | * Destroyer * Cruiser * Battleship * Star-eater | * Destroyer * Cruiser * Battleship * Titan * Juggernaut * Star-eater | * Cruiser * Battleship * Titan * Juggernaut * Star-eater | * Defense platform * Ion Cannon | Starbase |} == Sublight thrusters == The sublight thrusters determine how fast the ship maneuvers within a star system and increase its {{iconify|Evasion}}. {|class="mildtable" ! rowspan=2 style="width:300px;" | Name ! colspan=6 style="text-align: center; | Cost ! colspan=6 style="text-align: center; | {{iconify|Power}} ! colspan=6 style="text-align: center; | {{iconify|Evasion}} ! rowspan=2 | {{iconify|Sublight Speed}} |- ! Corvette !! Destroyer !! Cruiser !! Battleship !! Titan !! Colossal ships ! Corvette !! Destroyer !! Cruiser !! Battleship !! Titan !! Colossal ships ! Corvette !! Destroyer !! Cruiser !! Battleship !! Titan !! Colossal ships |- | {{iconbox|Chemical Thrusters|Simple yet moderately effective chemical thrusters that rely on combustible propellant to generate thrust.|image=Ship_part_thruster_1.png}} | {{icon|Alloys}} 3 || {{icon|Alloys}} 6 || {{icon|Alloys}} 12 || {{icon|Alloys}} 24 || {{icon|Alloys}} 48 || {{icon|Alloys}} 60 || 10 || 20 || 40 || 80 || 160 || 200 || || || || || || || |- | {{iconbox|Ion Thrusters|These electric thrusters use beams of ions to generate thrust without the need for propellant.|image=Ship_part_thruster_2.png}} | {{icon|Alloys}} 6 || {{icon|Alloys}} 12 || {{icon|Alloys}} 24 || {{icon|Alloys}} 48 || {{icon|Alloys}} 96 || {{icon|Alloys}} 120 || 15 || 30 || 60 || 120 || 240 || 300 || {{green|+5}} || {{green|+4}} || {{green|+3}} || {{green|+2}} || {{green|+1}} || || {{green|+25%}} |- | {{iconbox|Plasma Thrusters|An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.|image=Ship_part_thruster_3.png}} | {{icon|Alloys}} 9 || {{icon|Alloys}} 18 || {{icon|Alloys}} 36 || {{icon|Alloys}} 72 || {{icon|Alloys}} 144 || {{icon|Alloys}} 180 || 20 || 40 || 80 || 160 || 320 || 400 || {{green|+10}} || {{green|+8}} || {{green|+6}} || {{green|+4}} || {{green|+2}} || || {{green|+50%}} |- | {{iconbox|Impulse Thrusters|These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.|image=Ship_part_thruster_4.png}} | {{icon|Alloys}} 12 || {{icon|Alloys}} 24 || {{icon|Alloys}} 48 || {{icon|Alloys}} 96 || {{icon|Alloys}} 192 || {{icon|Alloys}} 240 || 25 || 50 || 100 || 200 || 400 || 500 || {{green|+15}} || {{green|+12}} || {{green|+9}} || {{green|+6}} || {{green|+3}} || || {{green|+75%}} |- | {{iconbox|Dark Matter Thrusters|These ship thrusters utilize Dark Matter technology to generate propulsion in a manner that appears to defy numerous laws of physics.|image=Ship_part_thruster_5.png}} | {{icon|Alloys}} 12<br> {{icon|dark matter}} 1 || {{icon|Alloys}} 24<br> {{icon|dark matter}} 2 || {{icon|Alloys}} 48<br> {{icon|dark matter}} 4 || {{icon|Alloys}} 96<br> {{icon|dark matter}} 8 || {{icon|Alloys}} 192<br> {{icon|dark matter}} 16 || {{icon|Alloys}} 300<br> {{icon|dark matter}} 32 || 30 || 60 || 120 || 240 || 480 || 600 || {{green|+20}} || {{green|+16}} || {{green|+12}} || {{green|+8}} || {{green|+4}} || || {{green|+125%}} |} == Sensors == Sensors determine the ship's detection range on the galaxy map. They also increase tracking of all weapon systems, which is related to accuracy. {| class="mildtable" ! style="width:300px;" | Name !! {{icon|Alloys}} Cost !! {{iconify|Power}}!! {{iconify|Tracking}} !! {{iconify|Sensor range}} !! Requirements |- | {{iconbox|Radar System|A planet-bound technology adapted for use in deep space, the radar system provides basic detection and tracking capability for interstellar vessels.|image=Ship_part_sensor_1.png}} | style="text-align: right; padding-right:1em;" | 2 | style="text-align: right; padding-right:1em;" | 5 | | style="text-align: right; padding-right:1em;" | 1 | |- | {{iconbox|Gravitic Sensors|These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship.|image=Ship_part_sensor_2.png}} | style="text-align: right; padding-right:1em;" | 4 | style="text-align: right; padding-right:1em;" | 10 | style="text-align: right; padding-right:1em;" | {{green|+5}} | style="text-align: right; padding-right:1em;" | 2 | {{icon|gravitic sensors tech|24px}} Gravitic Sensors |- | {{iconbox|Subspace Sensors|Sensors that detect subspace fluctuations left in the wake of traveling starships. Their sensitivity and range and greater than that of a gravitic sensor array.|image=Ship_part_sensor_3.png}} | style="text-align: right; padding-right:1em;" | 6 | style="text-align: right; padding-right:1em;" | 15 | style="text-align: right; padding-right:1em;" | {{green|+10}} | style="text-align: right; padding-right:1em;" | 3 | {{icon|subspace sensors tech|24px}} Subspace Sensors |- | {{iconbox|Tachyon Sensors|Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances.|image=Ship_part_sensor_4.png}} | style="text-align: right; padding-right:1em;" | 8 | style="text-align: right; padding-right:1em;" | 20 | style="text-align: right; padding-right:1em;" | {{green|+15}} | style="text-align: right; padding-right:1em;" | 4 | {{icon|tachyon sensors tech|24px}} Tachyon Sensors |- |} == Aura == A Titan’s defensive aura gives a buff to allied ships in the same fleet, while an offensive aura applies a debuff to all enemy ships that are in the system. In either case, the distance from the Titan does not matter. Meanwhile, a Juggernaut’s aura is always effective system-wide, whether its a defensive or offensive one. Multiple instances of same aura do not stack. While optional, they do not cost anything. {| class = "mildtable plainlist" ! Aura ! Ship ! Target ! Effects |- | [[File:Quantum Destabilizer.png]] Quantum Destabilizer | {{icon|apc}} Titan | {{red|Enemy}} | {{icon|fire rate}} {{red|-10%}} Fire Rate |- | [[File:Shield Dampener.png]] Shield Dampener | {{icon|apc}} Titan | {{red|Enemy}} | {{icon|ship shield}} {{red|-20%}} Shield Hit Points |- | [[File:Subspace Snare.png]] Subspace Snare | {{icon|apc}} Titan | {{red|Enemy}} | * {{icon|disengagement chance}} {{red|+100%}} Emergency FTL Jump Cooldown * {{icon|disengagement chance}} {{red|-20%}} Combat Disengagement Chance |- | [[File:Ship part aura inspiring presence.png]] Inspiring Presence | {{icon|apc}} Titan | {{green|Ally}} | {{icon|fire rate}} {{green|+5%}} Fire Rate |- | [[File:Nanobot Cloud.png]] Nanobot Cloud | {{icon|apc}} Titan | {{green|Ally}} | * {{icon|ship hull regen}} {{green|+1}} Daily Hull Regen * {{icon|ship hull regen}} {{green|+3}} Daily Armor Regen |- | [[File:Ship part aura targeting grid.png]] Targeting Grid | {{icon|apc}} Titan | {{green|Ally}} | {{icon|ship tracking}} {{green|+10}} Tracking |- | [[File:Ship part aura pd penetration.png]] ECM Emitters | {{icon|fed}} Juggernaut | {{red|Enemy}} | * {{icon|weapons damage}} {{red|-30%}} Point Defense Damage * {{icon|fire rate}} {{red|-30%}} Point Defense Firing Rate |- | [[File:Ship part aura bombardment.png]] Munitions Plant | {{icon|fed}} Juggernaut | {{green|Ally}} | {{icon|damage}} {{green|+30%}} Orbital Bombardment Damage |- | [[File:Ship part aura strike craft.png]] Strike Command | {{icon|fed}} Juggernaut | {{green|Ally}} | * {{icon|weapons damage}} {{green|+20%}} Strike Craft Damage * {{icon|sublight speed}} {{green|+20%}} Strike Craft Speed |- | [[File:Ship part aura hyperlane.png]] Subspace Amplifier | {{icon|fed}} Juggernaut | {{green|Ally}} | * {{icon|sublight speed}} {{green|-40%}} Hyper Jump Charge Time * {{icon|sublight speed}} {{green|-40%}} Hyper Jump Cooldown * {{icon|sublight speed}} {{green|-40%}} Jump Drive Cooldown |- | [[File:Ship part aura range.png]] Target Acquisition Array | {{icon|fed}} Juggernaut | {{green|Ally}} | {{icon|weapons range}} {{green|+40%}} Ship Weapons Range |} == References == <references /> {{Template:ConceptsNavbox}} [[Category:Game concepts]] [[Category:Warfare]]
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