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








Because I do get that a red pointman and a green pointman are different classes. It's just that I thought for the early single missions, only higher classes (at least Assaulter class) were NOT allowed. But my problem is that now it seems the low class of red pointman and green pointman are denied and the game skips to other agents in my roster.
And if the rule was reversed, 'all classes allowed, except for Default color + A class, B class, C class. Then you could cheat your way in using 'other than Default color' + A class, B class, C class. Just don't know how the rules in this game are set though.
But wonder if that can be done on the same row, or that there is a reason that on both mods there is free space on the right of the color buttons? And would like to test a new Uniform Switcher 1.1 (only adds white as an extra color) as a seperate mod. I think I could use some help on that, it is a lot of code I noticed ;-). For me this is more a thing that is 'nice to have' and for now I will use the Uniform Switcher to test. Since it's about time I start playing more and designing less ;-).
Thanks for all the insight into this mod and the original one. I now understand better why and how things for these Uniform Switcher mods work.