Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
WeaponCore then proceeded to make keeping things functional & as intended, incredibly difficult by shifting how config lines are even read.
And by directly bricking other mods by TypeID limiting weapons & entire base block types to WC-scripting only or be deleted.
So no, while I fixed some bugs, the damnable thing has miles of incomplete work.
On the plus side, others have arrived out of the wood work , to make the effort even less worth it.
In addition, there's always the Server version which at least makes some of the hours still existant.
Love the SW and other stuff you do, please keep up the great works, and this was posted to let you know that there is something kind of unhappy going on... like i said likely Keens fault as they love breaking the already hurting game.
Imperial's HQ TIE got functional Weapons, which are gimbaled.
Neutrals got the Starviper Kit.
Guild uses Lucas' Threat system, with the space-based not having a Level-0 Entry