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









- Update for KR Tech Extension patch 1.2.0.
"""
cv_fighter = {
sprite = light_plane
priority = 1
active = yes
type = fighter
need = { cv_small_plane_airframe = 1 }
categories = { category_fighter }
carrier_air_wing_size = 10
land_air_wing_size = 24 # 100
}
"""
Which only affects which equipment is used for each unit type, and how much are being used per deployment.
The only air module availability could be affected would probably be some other mods which edits "common\units\equipment\plane_airframe.txt" , "common\units\equipment\00_plane_modules.txt" or "common\technologies\bba_air_tech.txt" - if you are sure that all of your mods are supposed to work together, try putting KR Tech Extension and its officially supported mods at the bottom of your mod list and try loading up the game again
This compatibility patch merely edits 1 (one) file that is "common/units/air.txt" so no, this would not affects KR Tech Extension that way - can I get your whole mod playset list? There's probably some other mod that edits the tech tree here in your mod playset.