安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









The creator of that mod made bespoke code to make 'Mechs navigate away, but there is already code that exists for that in the game, from what I understand.
This aspect that I am talking about works independently from TTRulez, but TTRulez may add on top of it in a more specific - possibly even redundant - way. (I can't say for certain. Also, it is not a slight at their mod if that's the case. If anything, it's a compliment that they are trying to account for that to an extra extent (again, only if that's the case).)
It's a difficult question to answer because of how complicated it is.
Regardless, this should work okay without TTRulez A.I.. If TTRulez adapts to the changes in the radii of the explosions, then the mods should also work fine together.
Enjoy! :D
As for TTRulez, I'm not sure. I've been recommended to try that, myself, but have not. Feel free to try it for yourself. (If it works, that'd be great! Please tell me if it works if you try it out!)
Anyhow, glad you're primed to try this. I hope you enjoy if you do. :)
Cheers!
Do you know if TTRulez AI prevent the AI from just standing around the downed mech? I will also test, but asking in advance :)
Load this on top of/with higher priority than "Enhanced Critical", and the new damage will be applied with the new visuals. (That's how I use it!) :)