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






It seems it does not though. :/
Read the Compatibility section up there.
So like when I start new game, whenver I recruit my doods from the previous game, they already have their uniform set ready to go, and don't have to re-do them again.
I know it's a minor, not really important thing, but it would just simply make my (and perhaps couple other people) life slightly easier.
those who are making the compability mod list will update tell once they completed it. (Unless I finish before them which is highly unlikely)
Do the veterans have their class preserved, or is the "hidden" class rerolled? If not, is there a way to add this feature and toggle it in an .ini?
It's just a cool touch, kinda like a Hall of Fame
If so... what's the point?
Thanks for the info. Thinking about my issue I thnk it could well be an endgame variant of the "under the Avenger" bug: running out of RAM, I'll just have to get some more.
Beat dat!)
Could you let me know when this function will fire? Is it when the last Important Person of the final mission is killed? Or is it after the endgame cutscene? Or is it after the stats for that particular campaign are displayed?
Reason I ask is that in my last three campaigns (when I've gone overboard with mods) I haven't had a clean endgame without a hang or crash. In each case I've killed the last Important Person and watched the endgame cutscene.
After that the game returns to the tactical layer map, however the level is completely black and all my soldier pawns are spawned in the same place. Nothing happens after that (no campaign stats).
Re-loading a save just leads to the game crashing (standard GiS Is Running == 1 error) making things a bit hard to de-bug.
So, for me (and other fools running loads of mods) it'd be good to know precisely when the event which this mod modifies occurs.
Thanks!