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






Many thanks on all your mods!
Just to say, it crashes WotC on launch. Would be amazing if it was updated, hopes it isn't too much hassle.
That's probably the AI doing its move calculations.
No idea, but really should be.
Sure, just copy the line and replace the path with
"SoundMissionSoundtrack.Advent_Pod_Reveal_Cue"
You can, I left a comment in the other mod's section explaining how to do so
In the description, I said it doesn't break anything. What I meant was that the cinematic maps contain the specific vanilla reveal event over 500 times combined, so I had to find a way of removing it from all those places in the game dynamically.
But everything your hear in XCOM 2 is driven by AkEvents ;)
The sound was actually still in there, but unused. In order to make it louder, I have to extract this whole thing...
Was my first thought too :)
Still, good job mate!