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 60mm shells just tickle unless someone catches a near point bank explosion.
taking up 21 shells is a bit much in my base
As the description mentions, make sure to install ED Enhanced Options -- this allows you to direct these mortars to 'hold fire', as well as 'set forced target' when 'hold fire' is deselected...
For those mentioning an issue about infinite ammo, you probably have another mod that is overwriting mortar-barrel health and/or mortar-shell capacity that is interfering with this mod. I recall having this issue myself a while back (can't recall the mod causing it, sorry), but after uninstalling it, this auto-mortar mod went back to normal, i.e. 21 shells per mortar in the clip...
hoppe there is spare time to fix it for those that playes base game only.
It is difficult to add a new function implementation at the xml modding level, and I have no plans to adding content. Would be better someone create a new mod or to ask the VFE team to improve their auto-mortar of the VFE-Mechanoids mod.
urgh...soding 'acount points' crap...