Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan






$RESOURCE_SOURCE_WORKERS
$RESOURCE_SOURCE_GRAVEL
$RESOURCE_SOURCE_ASPHALT
$RESOURCE_SOURCE_CONCRETE
$RESOURCE_SOURCE_OPEN
$RESOURCE_SOURCE_OPEN_BRICKS
$RESOURCE_SOURCE_OPEN_PANELS
$RESOURCE_SOURCE_OPEN_BOARDS
$RESOURCE_SOURCE_COVERED
$RESOURCE_SOURCE_COVERED_ELECTRO
Without them a CO has no way to get resources. I don't experience crashing but the CO does nothing.
I guess due to lack of RESOURCE_SOURCE definitions, building.ini file in CO2 is shorter than for CO (3 slots).
And great for the beginning phase of the game, whan one schould not over-expand
Bus stops in form of roadside signs schuld be included in the game as default!
And glow is a bug connected to building editor. I am too lazy to fix it.
Also tanks/posts are glowing in dark, not sure if it is feature or just bug related to material definition?
This are only muddy bays.
If someone want to turn them into gravel/asphalt he can using "fake roads" ingame or just use different assets.
If all 4 road connections are in use turns are smooth.
Or maybe there are some reasons not to use them after the start, and prefer classic layouts? For example, bad turns and speed loss