Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción






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