Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
when you add a quest to a player, that player becomes linked with that quest
if you then remove the mod that gives that quest, the character becomes unplayable
(may have changed with cheerful giraffe, not going to test tho)
so, cool quest and broken chars, or easy add/remove of mod and no broken chars?
decision was super easy.
i really don't want 65,000 people p!ssed at me for breaking their game ;)
to modify pricing of the mechs requires editing 12 files: (2 for each mech)
/recipes/tabularasa/xsm_*****.recipe -- edit the "money" line (can skip if don't have tabula rasa)
/items/active/vehiclecontrollers/xsm_*****.activeitem -- edit the "price" line
if you come up with a decent set of prices, share them and i may use them
prices were based on their old crafting requirements in Glad beta