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
but there are so many more.
Rimsenal dev said there will never ever be a CE patch so thats out the question
I'm currently working on a patch for Rimsenal, but it's going to be a little bit--the author was probably just tired of telling people he wasn't going to make a CE patch, which is perfectly understandable.
I'll look into the issue with the raiders--if they're using the CE inventory system, it's probably just an oversight and the loadouts were forgotten.
In practice they seem to act similarly to weapons - fireballs act just like an explosive like a rocket or a grenade (with an added terror mental state even when those affected aren't set alight), and a freeze ray causes a special "frost damage" damage on organs much the same way a bullet or a sword does. I'm not sure about the mechanics of these effects. I asked Torann, the mod dev, but I haven't received a reply about how spells calculate damage or are mitigated by armor.
I'm looking up how to make my own patch, but it just looks daunting on the outset. Medicine never taught me how to speak in these alien codes...
Also, though I believe this is probably impossible given the sheer volume of weapons, armor, races added in this mod, a but CE patch for the Astra Militarum mods would be awesome.