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










Thank you for enjoying the mod:)
I am afraid I cannot because my policy is not to publish patches for other authors' mods.
I would appreciate your understanding.
Thank you for your message.
Extra Node does not change the status value of buildings, such as building cost, price, door HP, angle limits, or height limits.
Therefore, this mod does not conflict with other mods that only change the values.
Google Translate:
>can you add some guards and searchlight mods to the big cities, stealth is too easy.
>In addition, it would be best if there is a crow or vulture atmosphere mod!
Thank you for the message.
Unfortunately, I cannot make any of the mods you describe.
I have no experience in city editing mods, so I recommend trying various city expansion mods or major overhauls to add searchlights and guards to big cities. These mods make NPC cities more lighten up and well-guarded.
And as for crows/vultures mod, I do not know even if it is possible :(
Thank you for the message.
Adding turret nodes to outpost-IV is possible. But first, I recommend trying the "Forgotten Buildings" mod. That mod adds 28 turret nodes to Outpost-IV. → Image
And I am reluctant to do the same in this mod because I want to minimize interference between mods.