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






Could you name the alternatives for us, please?:)
would money help to convince u to continue your great work?
Thank you for the hard work!
thanks !
When multiple mods affect the same tables, for example altering stats of units, will loading multiple such mods at the same time just cause a crash, or will the last one in the load order just overwrite? If the latter, does it fully overwrite all entries related to the unit or just the ones it actually changes?
I am mainly trying to figure out how a mod like GDP projectile overhaul would interact with content mods, be it reworks or new faction mods like the OVN Marienburg one that was recently released on the Workshop.
Basically I like this mod's projectile changes so much I keep it on permanently, so I am trying to figure out if there is some way to either stack load order, edit my way to a generic version of this mod that doesn't clash with content mods I want to try, or if push comes to shove figure out exactly what I need to change to make compatibility submods for any given thing.
Even if my Thunder Gunner has got all the bonus and level 9
But his killing efficiency is still poor
This mod is a double edged sword that solves problems and then creates another problem