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
Error: Redscreen: ImportText (Behaviors): Missing key name in: (BehaviorName = WaitedTurnsForFlameThrower, (NodeType = StatCondition, Param[0] = TurnsEngaged, Param[1] = "> = ", Param[2] = 2))
I understand the request, but have purposely made these modular for user customization. (i.e. people can subscribe to the different variants as they desire (standalone units, replacers, raider-faction additions, etc).
@Spukn
I like the idea, but at the moment they do not unfortunately.
I appreciate the ideas! I'll see if I can implement some as well :) Thanks for enjoying
Also, have some ideas for the armors. I think these wouldn't make them too op just unique:
For the engineer armor it would be nice to add an immune fire attribute.
I would also give the centurion armor that holo targeting ability advent captains have (or something like that). Another cool idea would be to give the armor some psi defense.
I hope you don't mind throwing around some ideas.
Keep up the good work!
Yes, the cerberus raider mod will remove the "added" enemies, but will not remove the "replaced" enemies. If you are subscribed to any of the replacer mods, those guys will appear on both advent and cerberus factions.
Great idea, I agree that's what I remember about these units as well. I don't have plans to implement it at this time, but I appreciate the brainstorming!
@duanelocsin
Same :)
Is there any way enemies like this Engineer can be given the ability to deploy those turrets? Just because that's what I remember about them the most from ME3.
Either way, thanks for these mods!